tag:blogger.com,1999:blog-26748729364656843722024-03-13T14:41:06.899-04:00Malifaux MusingsThe Wyrdest Blog on the InternetAgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.comBlogger196125tag:blogger.com,1999:blog-2674872936465684372.post-10929985833182145542023-10-01T21:38:00.002-04:002023-10-01T21:38:22.310-04:00Picking Through the Ashes<p></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgerMEbkR8ooRFloMdtgN6RvpRXjMpWYF3y6Hn870ut4n2gbc6H4v7SbKVeHX75fdChJ7ZxwcYxE8vGq-gzdPZ5iwnHzRpXZkpoSEx_5qyrAzJrZc5l5KUDngsWg1iQoKCf2eN3h0QoWTndhz2hwMfszzA_gT0zJ5nfNhH3iBKXCL6aFvpKPQxuPSX5QBIz" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1230" data-original-width="1200" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEgerMEbkR8ooRFloMdtgN6RvpRXjMpWYF3y6Hn870ut4n2gbc6H4v7SbKVeHX75fdChJ7ZxwcYxE8vGq-gzdPZ5iwnHzRpXZkpoSEx_5qyrAzJrZc5l5KUDngsWg1iQoKCf2eN3h0QoWTndhz2hwMfszzA_gT0zJ5nfNhH3iBKXCL6aFvpKPQxuPSX5QBIz=w624-h640" width="624" /></a></div><br /><br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Malifaux has been burning and going mad, now I suppose it’s time to start picking through the ashes. Or asses. Depending on your source, that is. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Coming later this fall, the next expansion to the Malifaux game, Ashes of Malifaux, will be launching. We’ve had previews of several of the things that are coming, though they’re a bit scattered through Waldo’s Weekly updates. I thought it might be useful to round them up in one place, so that’s what I did. Ta da! Instant content!</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"> </div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhEFlDxwBvH-VLUJYcFOdMnhHzPYVoH5eMU0DPQmFzs-nth46KTLn9tUAwztdnAq-eDcwWNSh-0pJERNyhepmKbwrCTC9nYQ5MpznkMu-KLMv8AR05f9nfbjCmXSvfpJLHMLTB2kw_zVDjG9L1pE8sL8SBTBb6m-vqCphb_NdUnOF-oN-moOf5ohSSnsuvF" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1002" data-original-width="1200" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhEFlDxwBvH-VLUJYcFOdMnhHzPYVoH5eMU0DPQmFzs-nth46KTLn9tUAwztdnAq-eDcwWNSh-0pJERNyhepmKbwrCTC9nYQ5MpznkMu-KLMv8AR05f9nfbjCmXSvfpJLHMLTB2kw_zVDjG9L1pE8sL8SBTBb6m-vqCphb_NdUnOF-oN-moOf5ohSSnsuvF" width="287" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgke85k3kjkFWizxwPvGECt6x06bxsPV_wcskKA0oqCwcYh1WkcC3NFdjbDvOh2mEJjbBiM8I7vN4DCcpyl9v2DssF-TQ0_TxUtEOHi6cLcKgFZuQww2-EAmQkbZihKIT70XUnBPy6G00lQJV3EYy_bO5HT-KcehNP2dOgjrWuGKcA6xU15YME5xrS0xA-w" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1002" data-original-width="1200" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgke85k3kjkFWizxwPvGECt6x06bxsPV_wcskKA0oqCwcYh1WkcC3NFdjbDvOh2mEJjbBiM8I7vN4DCcpyl9v2DssF-TQ0_TxUtEOHi6cLcKgFZuQww2-EAmQkbZihKIT70XUnBPy6G00lQJV3EYy_bO5HT-KcehNP2dOgjrWuGKcA6xU15YME5xrS0xA-w" width="287" /></a></div><br /><br /><br /></div><br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">We’ve probably had the most intel for models coming out to the Bayou, weirdly. There’s a pair of models that interact with each other, Jebediah and the Haber-Dashers (which would be a fine band name), that are looking to lend their services to the Big Hat and Tricksy keywords. The former is an 8 cost Enforcer with a 12” stat 6 gun, Armor 2, and Ride with Me. Solid. Additionally, it has a tactical action to kick pit traps markers (or other markers, I suppose) around on the board or potentially summon the little hat robots with a ram trigger (at the cost of removing the marker). Not something you would want to rely on, but probably nice when it happens. The Haber-Dashers themselves are essentially mobile scheme markers, as they can sacrifice themselves to turn into one and/or can be treated as scheme markers by Big Hat and Tricksy models. I don’t know that I’m entirely sold on the utility at this time, as they’re fairly easily killed (though that will net you a card and force the opponent to discard a pass token.) </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgM3JI4bzzRQaOObixRKl-FGzRV3Qf0Mk1FIEKYO-nJqsasFWdhV7T4IUMiUrT9j904Wa2-8FOHq2yrsBjjkGWWASIr_XqFrEe5xkfz9XqUuS39TgsowGSe_JM3MBgFqaJTN3O4wNElgJELE8g-UM1nYbq0Lu9A1Xpr1gPKdl_hwUTtBTDvYU6_6U87Zfh8" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1356" data-original-width="1200" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgM3JI4bzzRQaOObixRKl-FGzRV3Qf0Mk1FIEKYO-nJqsasFWdhV7T4IUMiUrT9j904Wa2-8FOHq2yrsBjjkGWWASIr_XqFrEe5xkfz9XqUuS39TgsowGSe_JM3MBgFqaJTN3O4wNElgJELE8g-UM1nYbq0Lu9A1Xpr1gPKdl_hwUTtBTDvYU6_6U87Zfh8" width="212" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhmdke0rAN-0fv_ZOM5N9L9xnpewMfMaT3wBC8k1T4McsPDH6zz2uCCjT-WwBzhk3Oe5j3quA7gy1fWGvTTpN_QljHKr9-p9auez59NAawogxobPPtRZIdE5fPYIoeX4va_QkLiLiP255tiNF03mXAaEauLbQYve7InTu6Hf2nyafyWbd0XkjXWTPyt7GMm" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1934" data-original-width="2268" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhmdke0rAN-0fv_ZOM5N9L9xnpewMfMaT3wBC8k1T4McsPDH6zz2uCCjT-WwBzhk3Oe5j3quA7gy1fWGvTTpN_QljHKr9-p9auez59NAawogxobPPtRZIdE5fPYIoeX4va_QkLiLiP255tiNF03mXAaEauLbQYve7InTu6Hf2nyafyWbd0XkjXWTPyt7GMm" width="281" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhXuwcTVRUNHuIw9pPD-3ElLIot9XGXjC_MpmkjR-tbxSj0oIuo-qLAgt8wouC7pPVpNRq0pb31HXZduiNjmDeye_tGHg-yDlRUk9UMXtLP_Bq9XzXivucjjNj-Y4QNoDUFglU6rUSNvZInga0OarB4CGX1j4is3oOIYGDZw97-oq3PPHHZWYAkw23JSyxX" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="2205" data-original-width="2268" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhXuwcTVRUNHuIw9pPD-3ElLIot9XGXjC_MpmkjR-tbxSj0oIuo-qLAgt8wouC7pPVpNRq0pb31HXZduiNjmDeye_tGHg-yDlRUk9UMXtLP_Bq9XzXivucjjNj-Y4QNoDUFglU6rUSNvZInga0OarB4CGX1j4is3oOIYGDZw97-oq3PPHHZWYAkw23JSyxX" width="247" /></a></div><br /><br /><br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">And it’s the bayou, so there must be silliness of course. I don’t know what a Hoochdini is per say, though he does look like he fits well with the other Jockey models. The two orange resin models are both from the Hog Wild expansion to the Bayou Bash board game, so one assumes they’re likely more Jockeys like the ones from the Bayou starter box. Hoochdini, however, is I believe something new that we haven’t seen before. And also a gremlin on a frog, I guess? He’ll probably have leap, and I’m guessing given the name maybe a Whizz-Bang model? I guess Jebediah’s riding on something too. Must be an overall theme of the Bayou. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"> <div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjGyu5ioKZD18m_WZtVWnPXi0TfaVg2qfP2vj62HZq8fT6jB-t866Kc7eb0lHukQVKLUCE9dUAITTZUSOMaP9hOdfvFrc5BOm7b1ArYQgLMicXXHiItJLuYuL0sCqdM9HjHbJ-ci4z-iHJMMdLY86wML4RjlK3kodNvs0DaDkULZb1YLM0gU4LkHMGdgnx_" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1673" data-original-width="1200" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjGyu5ioKZD18m_WZtVWnPXi0TfaVg2qfP2vj62HZq8fT6jB-t866Kc7eb0lHukQVKLUCE9dUAITTZUSOMaP9hOdfvFrc5BOm7b1ArYQgLMicXXHiItJLuYuL0sCqdM9HjHbJ-ci4z-iHJMMdLY86wML4RjlK3kodNvs0DaDkULZb1YLM0gU4LkHMGdgnx_" width="172" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEipUa9xpSf5P9kCAejfzdqDd50GgDYRjvXnPTrTi4nWK7EOBkFPD804vA1gsOpu6l9MPlyXsLv7AZCPicMvufCT53DmEF_6BqKxzIP1POtCR8qDUg3C6F0SHkU3jvpI-Reb6x0cTossnkN9sa7eSPdAzsUhwuRecZuSO5VlHwzzK_9CUoOXl0koIT5F3NU5" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1264" data-original-width="1200" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEipUa9xpSf5P9kCAejfzdqDd50GgDYRjvXnPTrTi4nWK7EOBkFPD804vA1gsOpu6l9MPlyXsLv7AZCPicMvufCT53DmEF_6BqKxzIP1POtCR8qDUg3C6F0SHkU3jvpI-Reb6x0cTossnkN9sa7eSPdAzsUhwuRecZuSO5VlHwzzK_9CUoOXl0koIT5F3NU5" width="228" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgnwH5QBy15gtl_jGxZq9NRENvUGHAFMqbnQFx4bwBIyjDtsPUUn4jU8TDcHTvBlLIcce06of3X4ieaC4EzgJ2R_31rSddQh2V8KY5ntOz9IWVRiWCuy6ST-Wx-k3fUfNolrxPcLFUnRW8CgBZAny4hPQCiKf0PW5BS_C8bBxCoMifNydp2sGAQQFaUT53U" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1264" data-original-width="1200" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgnwH5QBy15gtl_jGxZq9NRENvUGHAFMqbnQFx4bwBIyjDtsPUUn4jU8TDcHTvBlLIcce06of3X4ieaC4EzgJ2R_31rSddQh2V8KY5ntOz9IWVRiWCuy6ST-Wx-k3fUfNolrxPcLFUnRW8CgBZAny4hPQCiKf0PW5BS_C8bBxCoMifNydp2sGAQQFaUT53U" width="228" /></a></div><br /><br /><br /> </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Continuing with our theme of “alternative modes of transportation,” here’s some more concept art for some Resurrectionist models. The latter two originally premiered in a Through the Breach one-shot adventure named The Ferryman, wherein the at-the-time still living Kari was using the undead monster to menace the people along Malifaux’s riverfront. Her current status as a ghost could be considered a bit of a spoiler for how that worked out for her. The first model is obviously a reference to the similarly named train conductor who crashed a train and became the subject of a Grateful Dead song. They’re all concept art, and the Ferryman and Cayce are both animated transportation modes. Maybe this is the theme for the upcoming Rezzer starter box? Maybe not, given what I’ve got coming up next, but who’s to say? They look sweet, though. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEia1bZDE2zLtYOp6dm_7zfi71OwGkP5DQfL68K1nb23lUiA6qWTCgTiG3bGOwXO6Y38WE6v1SAtvGErSu91_RtxecCcB3AhwHDYuMhDexxjpnI4boKwW1h_ajzW4ixmBFlqvuptqv68c6mxtvANy2RMgLL3AJ9DuaLmBW38tRPWU3nL9P05hQH16FFfhNHz" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1002" data-original-width="1200" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEia1bZDE2zLtYOp6dm_7zfi71OwGkP5DQfL68K1nb23lUiA6qWTCgTiG3bGOwXO6Y38WE6v1SAtvGErSu91_RtxecCcB3AhwHDYuMhDexxjpnI4boKwW1h_ajzW4ixmBFlqvuptqv68c6mxtvANy2RMgLL3AJ9DuaLmBW38tRPWU3nL9P05hQH16FFfhNHz" width="287" /></a></div><br /><div class="separator" style="clear: both;">The next model up is Batsch and Amalie, a Versatile Undead Henchman (wouldn’t it be henchmen?) with the previously not seen Fungal keyword. So, if Kari and co. aren’t the starter box, maybe it’ll be something to do with these fungi undead? Somebody was watching The Last of Us for inspiration, it seems. I like the theming of the models for sure, and Endless Waltz is a fun way of showing the movement of the dance. I’m not immediately seeing a lot of power from this model at first blush, though you can shuffle some markers around. Given that they make corpse and scheme markers count as Severe Terrain and their Mushroom Cloud attack gets a bonus when the opponent is in severe terrain, maybe that’s something? Also it can hand out Distracted, which doesn’t usually rate much overall. There’s a trigger on the bonus action to give them and a friendly Oskar model Shielded+1. So, I guess there’s a model called Oskar coming too. Given the recent history of starter boxes, this model will either be an afterthought that never sees play, or a super broken thing that has to be erratad sometime next fall. Place your bets now. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhO_b0CEYhULEgc-TnLCVKBJpBkw0WwM5nVqrNw9AfLoF6V-cQIlyLrkYG-DomqrqKzuSLJymxCS8mB0jotb8VaKdMmtBXyZzvvTRpJXy5Oey2cO1FsQge1iqyraQkkjrMg_QEmtYUjIsJgbzazT7716g0Jpq67HyqM6GvB_MF2s6kPfL1gEXxhcfKF10rv" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1002" data-original-width="1200" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhO_b0CEYhULEgc-TnLCVKBJpBkw0WwM5nVqrNw9AfLoF6V-cQIlyLrkYG-DomqrqKzuSLJymxCS8mB0jotb8VaKdMmtBXyZzvvTRpJXy5Oey2cO1FsQge1iqyraQkkjrMg_QEmtYUjIsJgbzazT7716g0Jpq67HyqM6GvB_MF2s6kPfL1gEXxhcfKF10rv" width="287" /></a></div><br /><div class="separator" style="clear: both;">Next up, we have a Versatile beater for the Explorer’s Society. At first glimpse, I thought this felt like it was pretty vanilla. Then I remembered this is a model in the ES, which are not exactly renowned for having beaters, so this fills a hole fairly well in the faction. Min 3 reach 2 attacks are always a crowd pleaser, especially when they have decent triggers on most suits (naturally, any time I use this model it will only flip Rams.) The Seeking Bolts with the Ram trigger may be potentially more dangerous, as Moderate 4 with a blast and no concealing is nothing to turn up your nose at. The Field Repairs being Construct Only limits the utility, but the ability to semi-mulligan a bad hand once per game may be potentially useful when your deck betrays you during the critical turn. Decent model. It would be fun to pair it with the Intrepid Emissary for some stompy bot fun. Tiri might be the crew that gets the most use out of it, but for a faction that doesn’t tend to hit all that hard he’ll potentially find a home in some other crews as well. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgnJrVKKAJAcYJWeRNci8niD7fJQ4rfgWIaPHOsOo-GX-kuhCxRabGTEym8jAsMDJnsxsr7XsLbFFUl_VQZ6vidtsKGr8h8k4SN6cU5dfcV6rX-N_s-dTpI1uv_Hy9svi1Ha0HPrHF_yMHmZWiwe0BbQdMLv0AafyuWQMEiBH-x8vCwvPNfa2bjDxCvEhSj" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1002" data-original-width="1200" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgnJrVKKAJAcYJWeRNci8niD7fJQ4rfgWIaPHOsOo-GX-kuhCxRabGTEym8jAsMDJnsxsr7XsLbFFUl_VQZ6vidtsKGr8h8k4SN6cU5dfcV6rX-N_s-dTpI1uv_Hy9svi1Ha0HPrHF_yMHmZWiwe0BbQdMLv0AafyuWQMEiBH-x8vCwvPNfa2bjDxCvEhSj" width="287" /></a></div><br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Finally, we have potentially the leader in the Guild starter box. Commander Bura is cheap as versatile henchmen go, with the again previously unknown Vanguard keyword. Bura puts Shielded on all Vanguard models during the start phase, and another +1 shielded on herself and two other nearby friendly models when she activates, which is solid. Her Shields Up! ability also lets her apply however many points of shielded to reduce an attack’s damage as she wants (instead of one at a time). I don’t think she’s any kind of powerhouse with her attacks, but Remember the Mission is always a good tactical action (though it will cost you an 8 to pull it off). And, finally, her Overload Bonus action is interesting, as it makes an opponent pass a simple duel or suffer damage equal to the shielded value of one of your models that is in base to base with it. There’s a trigger if they’re in B2B with presumably one of her minions, called Bracers, that pushes the TN up. I don’t think you’re going to want to rely on it, though, because obviously it’s a simple duel that they will most likely pass. If it costs them a card in exchange for your bonus action, that’s not too bad, especially as she draws you a card. Overall, she seems like a decent utility player that might have some synergy in the other crews with Shielded, but not a world changer. In other words, probably a good model for a starter box. </div><div><br /></div></div><p></p>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-61217755699481431122023-09-04T22:15:00.002-04:002023-09-04T22:15:25.758-04:00Ballad for the Working Man: Musing on the Foundry Keyword<p><span><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjiNtqFwXoLdpWsF8nBUxnYIJ0qQbKqJv_KtD_W2bvBTG00fGbKAv7yzFhdyufUrXTZJjL3lTUqSOua5LgY-_NuWNL4NlQ_o53tCz7whJg9iXGNAf0x60SxVK2J89P1wfviEfMIGUXIoh_Kw1_crmVkcbDhuvpFG1liol208hCfZDHo9ZP_MdKTlrMRqef8" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="450" data-original-width="300" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEjiNtqFwXoLdpWsF8nBUxnYIJ0qQbKqJv_KtD_W2bvBTG00fGbKAv7yzFhdyufUrXTZJjL3lTUqSOua5LgY-_NuWNL4NlQ_o53tCz7whJg9iXGNAf0x60SxVK2J89P1wfviEfMIGUXIoh_Kw1_crmVkcbDhuvpFG1liol208hCfZDHo9ZP_MdKTlrMRqef8=w267-h400" width="267" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Yeah, I know, it's the Ten Thunders Poster not the Arcanist one. I don't care. </td></tr></tbody></table><br /><br /></span></p><p><span> </span>Labor Day seems like a good time to continue my delve into the world of the Arcanists. They are, at least nominally, supposed to be representatives of the working people of Malifaux after all. They also have a bunch of terrorists and a guy who mutates people into animals, but hey, nobody’s perfect. Also, do you like having equal rights and the right to vote for everyone in the US? Thank an Arcanist. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmrnKoPjmJK0U6Wfs-RwEjqfjAc-gVQM49dI3LeqgRqdx2SJFWk8EU0gnq8AMYX_8iLXqmsrMzisoP9TceKVHZZcQIgWtTqeU4zVq77y4j0-8ZSmLaWd2StGAvplDMsqr7dNbczJVSEIvZ2tWQtoKdtNNz6wOWL3BVLGddfvbMtGqzIO-31D52eVkUH-jf/s4032/IMG_1702.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="4032" data-original-width="3024" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmrnKoPjmJK0U6Wfs-RwEjqfjAc-gVQM49dI3LeqgRqdx2SJFWk8EU0gnq8AMYX_8iLXqmsrMzisoP9TceKVHZZcQIgWtTqeU4zVq77y4j0-8ZSmLaWd2StGAvplDMsqr7dNbczJVSEIvZ2tWQtoKdtNNz6wOWL3BVLGddfvbMtGqzIO-31D52eVkUH-jf/w480-h640/IMG_1702.jpeg" width="480" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">I pity the fool that fights him near a scrap marker.</td></tr></tbody></table><p><br /></p><p><span style="white-space: normal;"><span style="white-space: pre;"> </span>When looking at how I wanted to approach things, I usually try to find a pair of crews out of the gate: one that hits hard/takes a hit and one that can move well. As I mentioned before, Mei Feng is who led me into this journey in the first place, and she has a little bit of both. Her movement is primarily coming from Ride the Rails which, while letting you go a long distance, can be a little fiddly at times due to needing to use a walk action to do it rather than just your bonus action like Leap. Also, at least when I was playing them before in the 10T, they didn’t hit especially hard either. Now, that may be a bit different in the Arcanists with the addition of a soulstone wielding Neil Henry (or Mr. H as he is known in my 1988 crew, pictured above) but they’re certainly not going to be setting the world on fire like some of the uber awesome offensive crews. Where they really seemed to excel in my hands is getting to a spot and holding it. Shielded, Armored, big wounds, and getting healed by other members of the crew makes for a group of objective holders that I think will be difficult for most crews to shift. That can be quite useful for a lot of the strategies in the current Gaining Grounds like Covert Ops and Guard the Stash. </span></p><p><span> </span><span> </span>They’re also the crew I’ve got the most table-ready miniatures for, so that makes them an easy choice. I’ve painted up the 1988 box set and Fat Cap in various 1980s themed motifs. Gumdrop (Mei Feng) either intentionally or not is very reminiscent of Jubilee, who debuted in the X-Men in 1989 (close enough). One of the Rail Workers, Mad Mop, reminded me of the cover to Quiet Riot’s 1983 album “Metal Health” so I went with something along the same lines for him. King Cry Baby is probably supposed to be a reference to the Johnny Depp movie of a similar name, but I wanted somebody to look like Prince so I went down the Purple Rain route instead. The guy who replaces Kang (I can’t remember the name) reminded me of Guile from Street Fighter, so I went that way with him (not that I expect him to get a lot of table time, unfortunately). And Fat Cap (the metal/rail golem) reminded me of the Ninja Turtles Party Wagon, so lots of yellow, green, and orange have been deployed. I wasn’t sure what to do with the Mechanized Pork Chop at first, but after I saw it on the tabletop and realized how out of control it can get, there was really no option besides having him embody the power of 80s wrestling paragon Hulk Hogan and have my mecha porkchop unleash the power of Hogamania on an unsuspecting Malifaux world. I didn’t really come up with anything yet for Sparks, so he just has on brown overalls until I think of something better to do with him, but one of his survivor friends made a passable T-800, so the Gremlinator was born. Still trying to come up with something for the Rock Hopper as well, if people have suggestions. </p><p><span style="white-space: normal;"><span style="white-space: pre;"> </span>I had initially thought of Foundry as a keyword that wants to go punch people in the nose. After all, Mei and Sparks can give you fast, focused, shielded Rail Golems that land in the opponent’s face and start smashing on turn 1 potentially. But the big guy’s attacks, while having high numbers on them for damage, don’t have triggers or counter-defensive tech to help make those blows stick. I was consistently underwhelmed with its offensive output, if I’m being honest, and that’s not great when your master is focused on support rather than providing offensive output of her own. What I think I’ve realized now is that they’re going to play better going to an important spot on the battlefield, venting steam, and saying “Alright, come and move me” to the opponent. Concealing terrain really messes up a lot of crews game plans, and if they’re not constructs and they have to deal with the hazardous while trying to plink through your defenses, so much the better. Moreover, if the opponent takes the bait and goes in, that’s when Neil Henry can pop into the fray to help mop things up. And if they don’t take the bait, you’ve got your rail golem in presumably an important part of the map, holding an objective or a choke point uncontested, and you can go about scoring your VPs. </span></p><p><span> </span><span> </span>They do seem to struggle with Willpower, but many of those attacks will hopefully be disrupted to an extent by the concealing auras. They also don’t particularly like crews that can take your conditions away/change them, so Pandora, particularly Pandora 2, could really be a problem. That makes Neverborn stick out as a potential weakness, though the flip side of that is, if the opponent isn’t playing one of those crews we’re weak against, the faction as a whole doesn’t have a lot of anti-armor tech and would potentially struggle against us. I’ll have to give that a bit more thought. I don’t love 50/50 flips that I have no say in, so if there’s a better crew out there to handle them that may be the way to go. </p><p><span> </span><span> </span></p><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNhBl9e-1jzvE0xkJz6zbmEhbJQ8DJdYjThGL8th1xkTCrP-U_c79CxE56iYS0l1t-EZeawRirzRLEFgfyVD-LOnnnGQ-Op0JkEnri3x4jcCBysqVWuVuUYKipr3Vm2vBuoM5mfFqXSmHuthfUdlMFrARDrkUFU4iIyB14JzQp28Eet7d1NVLdpufxa-ee/s2048/IMG_2890.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1365" data-original-width="2048" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNhBl9e-1jzvE0xkJz6zbmEhbJQ8DJdYjThGL8th1xkTCrP-U_c79CxE56iYS0l1t-EZeawRirzRLEFgfyVD-LOnnnGQ-Op0JkEnri3x4jcCBysqVWuVuUYKipr3Vm2vBuoM5mfFqXSmHuthfUdlMFrARDrkUFU4iIyB14JzQp28Eet7d1NVLdpufxa-ee/w640-h426/IMG_2890.JPG" width="640" /></a></div><br /><p></p><p>There are other options for the sticky/smashy crew in Arcanists as well. I have most of a Hoffman crew (many of the models in the 1e metal, the sculpts of which hold up in most cases. Except for Ryle. Poor, poor Ryle.) They have less mobility overall than Mei, I would say, but certainly more hitting power and potentially more staying power as well. If I wanted to lean fully into the smashy castle play style, I’d probably go that way. </p><p><span> </span><span> </span>The crew I’m looking at as a compliment to the Foundry gang is Chimera, who have far more mobility while still being able to do some hitting of their own. I think they’d be better suited to driving the markers in Carve a Path (which can also be a rough time for foundry, since they remove the scrap markers we need for Rail Riding.) I’ve always loved the models, and the first set of beasts I painted up on my own were some of the better early painting work I’d ever done. Sadly, I sold them off for a little extra cash and to down-size my collection a bit back in the grad school days, but that just means I can repaint an even better version today. For the record, I prefer old man Marcus to his current F*ck Boy iteration, but I guess he’s mostly played as a beast-man these days, so it doesn’t really matter. The other option I have for the highly mobile crew is Showgirl. My collection is a bit less complete there, but I think I have most of the keyword through the 1e metal box, some of the alternate sculpts, and a Dark Carnival Coryphée boxed set. They’ll be a bit of a hodge-podge visually, but they could at least be fielded if the Chimera stuff doesn’t work out the way I’m wanting. I bought the Avatar boxed set back in the day, so I’d even have decoy marker models. More recent stuff like Dorian Crowe and the guy from the Explorers society would be missing, though. I have no idea how effective they are, though I do recall somebody on a podcast talking about using them (especially the latter guy) to have an unexpected offensive punch in a keyword where folks don’t generally see it coming. </p><p><span> </span><span> </span>Oh well, one thing at a time. I need to finish painting up my Foundry, then maybe actually get them on the board to see how they play in this new faction. I’ll go get to that now. Talk to you next time. Happy Labor Day. </p><div><br /></div>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-56072585304891668752023-08-19T15:25:00.001-04:002023-08-19T15:25:18.172-04:00Malifaux Blogger Returns! Joins the Arcanist Faction! Wyrd players everywhere declare "Meh!"<p></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjZn-VAzWVQMYjCNVyHKHy2W9t2ruhvVQ_PCZhQtHjb3NDOUO7fPRLJzk0dXr95deXwoXDPB6MWn_0hY69unVY1xX6VSb28T9_GLbGBVHV8VuME14HJo-4DCVuFp4JvVmNfFJs--pYzU1qcjouyV10ZG91fr-FdLheD5EGhCw8bpW1QQD5WB5HXU9rj4RmK" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1440" data-original-width="2560" height="360" src="https://blogger.googleusercontent.com/img/a/AVvXsEjZn-VAzWVQMYjCNVyHKHy2W9t2ruhvVQ_PCZhQtHjb3NDOUO7fPRLJzk0dXr95deXwoXDPB6MWn_0hY69unVY1xX6VSb28T9_GLbGBVHV8VuME14HJo-4DCVuFp4JvVmNfFJs--pYzU1qcjouyV10ZG91fr-FdLheD5EGhCw8bpW1QQD5WB5HXU9rj4RmK=w640-h360" width="640" /></a></div><br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Extra, extra, read all about it. Crusty old Malifaux blogger dusts off blog for…like…the 20th time? </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Ok, not much of a headline there. Certainly not news by any stretch of the imagination. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">A few things have happened recently to bring me back to everyone’s favorite western Victorian gothic horror steampunk miniatures game. I got in a couple of tournaments including getting invited to CaptainCon and getting rolled in the content creator’s open (I know, I was surprised too. Not about getting rolled, mind you, but the fact that they invited me.) I’ve become more active in the Iowa tournament scene, run by our TO Doug (no, not the Texas guy. The podcaster. No, not that podcaster. Check him out on TikTok, btw, as he’s doing the lord’s work and recording assembly videos for Malifaux models, including some of my Nightmare Edition models that I never got around to putting together.) The most recent of these was actually a charity fundraiser for kid’s cancer treatment, which is really awesome and gave me a chance to play some of those nightmare models, the 1988 Mei Feng crew, in 6 games. I lost most of them, but hey, that’s what these tests are for. Also, I have a friend learning to play the game, and am working on getting another person involved. So, the time is right to start back again, and potentially a good time to try a new faction. I liked Mei (specifically Foreman Mei) but I can see right away that the Arcanist version of her is probably better in…most ways. Plus, as it happens they just pushed an errata that reigned in the witness keyword and the starter boxf, as they were just bonkers and needed to get hit with all the nerf bats. So, for the first time in my Malifaux career, I am joining the rebels and standing up for the working man/beast man/burning man or lady. I thought it would be interesting to track that process on the blog, so here we are. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">An intro for any new people who may be seeing this post and reading my blog for the first time. I’m Adam. I go by AgentRock on forums/discord. I’ve been a Malifaux player since first edition when I bought a Perdita crew and my friend Jon Goulbourne (aka Phiasco, the sensei of the Wandering River Style) picked up Marcus. 10 Thunders didn’t exist yet, so he hadn’t begun his lifelong commitment to them at that point. I was a playtester for a long time, particularly during 2nd edition Malifaux. I was a Kickstarter patron for Through the Breach, the Malifaux Roleplaying Game. I have a King’s Empire army for The Other Side (which I still say is a better tournament game than Malifaux, so I’m hoping that it can pull itself out of the ashes sometime in the future.) And I started Malifaux Musings over 10 years ago. At one point in time I was on Patreon, but then I discovered that nobody wants to pay money to read stuff. Go figure. Malifaux Musing’s mission (yay alliteration) has always been more of a place to ramble about topics related to Wyrd’s world and the games played within them. I won’t claim to be particularly good at them, mind you. I would maybe put myself in the range of low-mid tier player, going by the Student of Conflict ranking system at least. But hopefully I can spark some thought about the game that will help people get better, or at least enjoy themselves more. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Anyways, back to starting the Arcanists, or really for starting any new faction. I’ve got a bit of a head start here, as I’ve been collecting Malifaux stuff for a long time and, if you do that long enough, eventually you end up with some pretty good-sized chunks of factions besides the one you play. In my time in the game, I’ve only really actively played Guild, Ten Thunders, and Neverborn, but I can field most of the factions (except Bayou, because they’re not my jam and never will be. Sorry.) That said, if I was in the market for a new faction and starting from scratch, some of the same techniques I’ve used to put together my collection could work for you. So, my top XXX tips for starting a new faction.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">1)<span style="white-space: pre;"> </span>Find a crew you like.</div><div class="separator" style="clear: both;">Ok, that’s pretty obvious, but it’s still pretty important. This is not a terribly forgiving game to newcomers, if we’re being honest. There’s a good chance you’re going to spend some time early in your Malifaux career losing, and maybe not even keeping it close. You can check tournament reports and the like to find out what the strong crews are, but it’s still going to take you a while to learn to play them well. If you don’t love your crew that can really increase your chances of washing out. Some people might like the aesthetics or theme of a crew. Some, particularly those coming to Faux from other wargames, may have a particular playstyle that appeals to them that they want to emulate. Some may just like the models (Teddy has sold sooooo many people into this game.) But whatever the reason, find a crew that speaks to you to start with, and you’ll have a much higher likelihood of sticking with the game. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">2)<span style="white-space: pre;"> </span>Find somebody who can show you how to play the crew.</div><div class="separator" style="clear: both;">Again, not rocket science, but an important step. Malifaux is a game of synergies between models. There are few crews where you play the Super Friends list (IE a crew consisting of individual models that are good on their own rather than crews built within a keyword with lots of synergy), and sometimes the interactions between models aren’t terribly intuitive. Finding an experienced Malifaux player to show you the ropes is always a good start for the absolute newby, but also looking for resources that know your faction/crew of choice and can give you some tips and tricks that can possibly accelerate your transition from teeth kickee to teeth kicker can be a big help. Also, there’s tons of great content creators out there. Podcasts. Youtube. You name it. I’ll try and highlight some of the better ones IMO in future episodes, but there’s usually enough info to get you started out there if you look hard enough. Just don’t make the mistake of thinking that, because you heard a podcast about a crew, now you know how to play it. I wish it was that simple, but the reality is mastery comes with reps and learning all the little interactions and corner cases that you need to be successful. That’s the best and worst part of the game, IMO, and it’s the thing that really makes it stand out. Phiasco has always been an inspiration to me in this regard, as he is the most immune to group-think person I’ve ever met. If something is hot in the meta, there’s a good chance he hates it because it doesn’t fit with the way he likes to play. And, meanwhile, he’s out here playing Shen Long lists that never attack you at any point in the game and beating you. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Anyways, I’ve digressed.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">3)<span style="white-space: pre;"> </span>Look for deals. </div><div class="separator" style="clear: both;">Now, you may be independently wealthy. If that’s the case, you can probably afford to buy whatever models you want. Go ahead and skip further down in the article, ok?</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">*checks that they’re gone*</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Alright, now that we got rid of those rich assholes (see, look, I’m an Arcanist already) let’s talk about how we can expand our model collection on a budget. The most efficient way I’ve found to do this requires a little bit of patience, vigilance, and opportunism, but can work out in the long run. You see, Malifaux’s been around for over a decade at this point and has gone through several editions. The result of this is that there’s been several models which have gone out of print. They’re often pewter if you go back to 1e stuff, and usually the sculpts aren’t as cool as the new stuff (though not always. I’ll maintain that the best Perdita ever is still the metal one from the first boxed set, for instance.) But, people are usually selling the blisters for pretty cheap on ebay or other secondary miniature selling websites. Also, periodically people decide this really isn’t the game for them and bail out, listing their collections at pretty significant discounts through things like facebook marketplace. This really ticked up during the stagnant years of the transition to M3E and the pandemic. Snatch that shit up! I have most of the Rezzer faction painted from one former player, and it only cost me a couple hundred bucks. Even if you don’t need the models, you might get something you can trade later for models you do. Also, if you want to try and get other people into the game, it’s a lot easier if you can start them off by lending them a crew or two to whet their appetite with before they lay down their own money. Or, hell, maybe you’ll find something you like to play that you didn’t expect. Weirder things have happened. </div><div class="separator" style="clear: both;">Now, the only trouble with this method is that usually the old stuff doesn’t come with stat cards. There are a couple of options to fix this. One, the M3E Malifaux Crew Builder app has all the stat cards on it already. For tournaments it’s a completely legal way to play, if admittedly not the speediest. Alternatively, you can order cards to be printed on demand from Wargame Vault. It’s usually best to do when you have several you need so you can lump them together and save on shipping, but it’s usually pretty cost effective. So, when this is all said and done, you’ll have yourself a crew of models, your stat cards, and the app to play games. And your crew may actually be pretty unique compared to what you’ll run into, as you’ll likely have different sculpts than most. Obviously this doesn’t work with models that are new to M3E, but hopefully it can lighten the lift for your wallet to get into the game. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">4)<span style="white-space: pre;"> </span>Build a crew and play!</div><div class="separator" style="clear: both;">Get the M3E crewbuilder app. It’s free and it has all the cards in it, so why wouldn’t you? I mentioned that already, but it’s also a great resource for playing the game either in person or over the internet using tabletop emulators like Vassal. Put yourself together a crew, find an opponent, and play your first game. I often find that, for new players, the Henchman Hardcore variant mode can be a good way to get your feet wet with the mechanics of the game without having to deal with all the complexity of a full, master-led crew. If you wan to dive in the deep end, however, don’t let me stop you. The main thing to learning the game (and a new faction) is to get them on the table and play. And play. And then play some more. Then play again. A good rule of thumb is that, when you can get 5 reps at least, you’ll be in a good position to play the crew and have a good “feel” for what they can do. When you find yourself not looking at the stat cards anymore, you’ve probably mastered it. And also, don’t be afraid to play some models the meta doesn’t think are good. I often scratch my head at the things Dixon from the Rage Quit Wire podcast likes (Obsidian Statue? Seriously??) but he’s got the reps and I don’t, and you never know when there’s some hidden synergy you’re not seeing. I’m particularly bad at the theory-faux side of the game (IE looking at the stat cards and intuiting how effective it will be in action). I famously thought Illuminated were bad at the start of 2nd Edition when they were arguably one of the best minions in the Ten Thunders. And with a game as complex as Malifaux, it’s easy for a good model to fall through the cracks and be ignored in favor of the online meta’s current flavor of the week. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">I think that’s enough for now. More posts to come, hopefully. Next time we’ll look at my current hodgepodge collection of Arcanists and make some game plans for how to fill in the gaps. </div><div><br /></div></div><p></p>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-20965004713579599082022-02-27T23:09:00.004-05:002022-02-27T23:09:41.842-05:00Musings on Futility: My CaptainCon Recap<p></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: left;"><span><br /> </span></div><div class="separator" style="clear: both; text-align: left;"><span> </span>A few weekends ago I made the trip to Captaincon to knock some of the dust off of my game, try out the Frontier crew in an acid-test environment, and participate in the Malifaux Content Creators Invitational (MCCI). I’ve never attended this particular convention before, but I’ve heard a lot of good things about it. The trip out was uneventful, which is generally how I like for that to go. There was enough time during a layover in Charlotte to bang out my first Musings blog entry in a while to think out-loud about some strategy ideas. When I left the airport in Rhode Island, I ran into Maeve Fox and Jeremy Clarkson while we were waiting for the hotel shuttle, so I knew I was in the right place. A short while later Jon arrived from Georgia, I acquired my badge, and we went out for some dinner with the boys from Rage Quit Wire, who I hadn’t met before. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><span> </span>That was pretty much the last time things went “according to plan” for that weekend.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjyYVoq_W780dBgdzkZir1tLD2haiwEx3HD5NYaDx0PjF0Pd5B3xWYY9dzpunyW4nTzWnAluIKT0tUq75jmrp_g4DGdyZ0Ge1bQUNhwdOrOGbCAbGQsIpCJnGs3UX7qrLNVFptB3vwPQHeaOgd1zM7mxvwiGaWbJLLelB4mMV5KOpJ8gaZlKLA_x_L9Ug=s4032" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="4032" data-original-width="3024" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEjyYVoq_W780dBgdzkZir1tLD2haiwEx3HD5NYaDx0PjF0Pd5B3xWYY9dzpunyW4nTzWnAluIKT0tUq75jmrp_g4DGdyZ0Ge1bQUNhwdOrOGbCAbGQsIpCJnGs3UX7qrLNVFptB3vwPQHeaOgd1zM7mxvwiGaWbJLLelB4mMV5KOpJ8gaZlKLA_x_L9Ug=w240-h320" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">My prize support for the MCCI was top-notch, though.<br /><br /></td></tr></tbody></table><span> </span>I won’t belabor every round, as the whole blog would just become a string of stories about how I managed to end up doing the wrong thing either by bad decisions or bad luck the entire weekend long. I played in two tournaments, the three round MCCI and the five round 2-day Booty and Plunder tournament. Wyrd’s prize support for the event was amazing, including a personally crafted Voodoo doll for all of us who played in the MCCI. It really meant a lot (though it also left me scrambling to figure out how I was going to get the 8” long needle that came with it home without getting it confiscated by the TSA). To quickly run through the rounds: MCCI-1 I played against Jeremy and his Marcus 2 crew and lost to a crew with mobility and the ability to ignore my severe terrain markers and butterfly jump away from Jon Reichert, MCCI-2 I played a Zipp crew piloted by (no joke) a young man with two broken arms whose models got lost during their trip and who was clearly learning his crew, since he left Zipp in a place where Reichert could get him and tear him up with claws that block defense triggers. MCCI-3 I played Pete from Rage Quit. He declared Bayou, I thought “I probably don’t need my anti-armor tech” and then proceeded to get assaulted by a Mecha-Mee Maw crew with armor on almost the entire opposing force, so yeah, a loss, 1-2 record for the MCCI, and a firm middle of the pack placement. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj8Z6uAstQE4ac0djLVL5nd2y4S0NH9Ye59lrlDykGTu7ZsieiZXxjKwTZKIV-3J2TlHe1NnPexId5lWMWV8DrA_T92Aw1SeFkioTvv2HVAxlWAXleXqdakq88H_Xo4BQ0IRbdvTkO178eXm5J6gJB9nNgTPGvkJIIWcVG6AmFZlnDXvjDug1kHztSOcQ=s4032" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="4032" data-original-width="3024" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEj8Z6uAstQE4ac0djLVL5nd2y4S0NH9Ye59lrlDykGTu7ZsieiZXxjKwTZKIV-3J2TlHe1NnPexId5lWMWV8DrA_T92Aw1SeFkioTvv2HVAxlWAXleXqdakq88H_Xo4BQ0IRbdvTkO178eXm5J6gJB9nNgTPGvkJIIWcVG6AmFZlnDXvjDug1kHztSOcQ=s320" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">My voodoo doll may have gotten a little carried away with my rd. 2 opponent...</td></tr></tbody></table><br /><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><span> </span>Overnight I looked a bit closer at some of the other Frontier models and started to get an idea of what Pearl Musgrove could do, so I proxied her in for most of the games next day along with the Expert Marksman upgrade to have the option for anti-armor (you won’t get me again, Mee-Maw.) Round 1 of B+P paired me up against Kyle from Schemes and Stones, who brought Dreamer 2 and Nekima. I tried to castle up, but did it on a flank rather in the center of the board so I couldn’t really control the strategy of Turf War, thus a loss. Round 2 I faced Adam T who brought Zoraida and Pandora 2. This was in a rough place from the start as my Rough Rider was hit with No Shelter Here, messing up my unpacking order and disrupting the crew’s efforts. That plus playing a very strong opponent meant another loss. Adam ended up getting 2nd in the tournament, so I guess I don't feel too bad about that one. And last round was…more Marcus 2. This was played against a very nice fellow named Jian and, given my failures so far, I decided to try my luck with Perdita 2. Naturally, Jian brought Candy with his Marcus 2 crew (how could I have not seen that coming?) who proceeded to ruin my whole day by stunning a crew that relies significantly on triggers. Cool. I managed to get a draw in that game.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><span> </span>I got pretty frustrated day 1, as I just couldn’t stop stepping on my own dick for two tournaments. That, paired with some of the worst draw luck I’ve ever seen and facing 5 neverborn masters in 3 games left me pretty tilted, and I took it out on Jian which was not cool. I did my best to apologize and set things right, but I resolved to try and lighten up day 2 and just try some stuff. I discovered some silliness with Basse v2 that I wanted to try out to boost their mobility even further, and I just wanted to try and break even on the tournament. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgHNExWiBW5m9O9cgKzOW--euLcAsn7qVB57rXzII7CoXa2RC6N9woEP69shpinxY4VQ8ekXBrnKoJfQhKZE_aW0-Kz4s9DZtOvKwPoV3wV9QSCJWSeqCuAj4-7C7WS6laXVtnAZWMRNbC9DWvU7AJghkv8wmgWHTixksUCwu7-W7T2yr6s8dYgMAHEWg=s4032" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3024" data-original-width="4032" height="480" src="https://blogger.googleusercontent.com/img/a/AVvXsEgHNExWiBW5m9O9cgKzOW--euLcAsn7qVB57rXzII7CoXa2RC6N9woEP69shpinxY4VQ8ekXBrnKoJfQhKZE_aW0-Kz4s9DZtOvKwPoV3wV9QSCJWSeqCuAj4-7C7WS6laXVtnAZWMRNbC9DWvU7AJghkv8wmgWHTixksUCwu7-W7T2yr6s8dYgMAHEWg=w640-h480" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The frontier crew facing down a tide of Neverborn</td></tr></tbody></table><br /><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><span> </span>Day 2 I faced a Zipp player who also seemed pretty new. He did better than the first Zipp I played (my Basse was hit by a piano, a corpse, and a dust cloud from Mancha Roja this game) but I held on for a win. And the last round I faced, you guessed it, more Marcus 2! I lost this game also, mostly due to some clutch play by the Explorers society Eagle models, but at least this time I managed to kill Marcus. Moral victory, I guess, considering how he had been stealing my lunch all weekend long. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiUFlt-XAo00D5Okro3oFcLLFe2yL_Ru4t1IyVypmEsHAt0P2dVRfqSbxHEb4k6oOegJKBhI3UWlIIOtGohZDRVj6hLAnglF3fLI5idTM627HOKOV9eDKnGte2qdAADAug5WvDuMizKfAPETFyFKgd62-GimtKAV5Cd86BCMROPp9psSTxRlzAtV6CouA=s4032" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3024" data-original-width="4032" height="300" src="https://blogger.googleusercontent.com/img/a/AVvXsEiUFlt-XAo00D5Okro3oFcLLFe2yL_Ru4t1IyVypmEsHAt0P2dVRfqSbxHEb4k6oOegJKBhI3UWlIIOtGohZDRVj6hLAnglF3fLI5idTM627HOKOV9eDKnGte2qdAADAug5WvDuMizKfAPETFyFKgd62-GimtKAV5Cd86BCMROPp9psSTxRlzAtV6CouA=w400-h300" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;">This ferris wheel was blown up, caught in a tornado, and smashed with pianos. I can sympathize.</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><span> </span>So, in 8 games I played against 3 total factions, faced 5 Neverborn masters, got embarrassed by Marcus 3 different times, and only squeaked out wins against Zipp players who were inexperienced. Cool. Coolcoolcool. Not my finest hour as a Malifaux player, to be sure, but I learned a lot. Some things I picked up:</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgfBVsKbU2a9M2VJu4zolruCTzqxBPCOe3xF-ZRDtLx44nwNhALsmEynvdDWstv5zfABijZ44T7pKsLTyi3tsQIGXe9fSIaH3UDeZZ8l89h0SU-E6O7p7LKabep6sudEcDe86QCswLNBVSt6C21SjISXearht5FGKlRMNcAKYNaJkuoPd_nvhO1wa3iAA" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="2851" data-original-width="1920" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEgfBVsKbU2a9M2VJu4zolruCTzqxBPCOe3xF-ZRDtLx44nwNhALsmEynvdDWstv5zfABijZ44T7pKsLTyi3tsQIGXe9fSIaH3UDeZZ8l89h0SU-E6O7p7LKabep6sudEcDe86QCswLNBVSt6C21SjISXearht5FGKlRMNcAKYNaJkuoPd_nvhO1wa3iAA=w270-h400" width="270" /></a></div><br /><div class="separator" style="clear: both; text-align: left;"><span> </span>1)<span style="white-space: pre;"> </span>Pearl Musgrove is a deceptively awesome piece of the Frontier crew. The amount of healing potential she brings is significant. She can have built in armor piercing triggers with her shotgun. The blasts can catch people by surprise (she managed to kill the Hooded Rider, Nekima, Barcus, and a Sabretooth Cerberus in the four games I brought her out.) Ironically, she almost has anti-synergy with Basse 2, since he keeps the dust markers on the board and that can be an important source of healing for the team. Still, I think she’s a must-have for most Basse games.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><span> </span>2)<span style="white-space: pre;"> </span>Basse 2 can bring a crazy amount of speed to his crew. His ability to drop dust markers with a normal action and push any frontier models in the shockwave 2” takes an already fast crew and lets them get basically anywhere they want to go. That’s kind of the problem with him, though, he gives the crew more of what it already has. As Maeve put it to me, he’s a utility master in a keyword that already has utility and needs damage dealers. Also, much of his utility is keyword focused, so it's harder to splash in versatile models to make up the difference. Still, watching leaping models struggle to get their spells off due to his Wanted Posters ability is very satisfying. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><span> </span>3)<span style="white-space: pre;"> </span>Building a crew that revolves in some ways around an opponent being vulnerable to something like severe terrain which can be negated is a fool’s errand. Maybe it was my bad luck, but most of the weekend I ran into people who just flat out ignored my severe terrain and/or concealment. I’m trying to remember one single time when it came into play, and nothing is coming to me. Also, very few boards had severe terrain, and I didn’t end up on them very often. I think the same things potentially apply for building around armor, terrifying, or condition based crews. I just need to find crews that do what they do and do it well regardless of what the opponent brings. Every crew has bad match-ups, but the harder it is for an opponent to exploit, the rarer these instances of “bad luck” will occur. Or, I guess you could just play Sonnia 2, who doesn't let you ignore her pyre markers. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><span> </span>4)<span style="white-space: pre;"> </span>Lead Lined Coat is a stupid good upgrade. I’m not saying anything crazy or novel here, of course, but honestly the Laugh Off may be a more valuable part than the armor. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><span> </span>5)<span style="white-space: pre;"> </span>Rough Riders are very fragile, but they can have a deceptive amount of survivability just by not being where the enemy can get to them. I only really lost one all weekend. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><span> </span>6)<span style="white-space: pre;"> </span>Sly Six-Shots is an odd model. He did a ton of work for me in the tournament, and he survived some situations he absolutely never should have between his Flinch and Squeal abilities. On the other hand, he has no melee attacks so he can’t hold enemy models in place or prevent interacts and, if an opponent can find their way around his defensive tech, he is still DF 4. I think he’s situationally useful, but maybe not every game does he need to be on the board even in keyword.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><span> </span>Ultimately, I think that the Frontier keyword has potential on the right board. You need to have severe terrain or they’re going to struggle. And, at the end of the day, they are what I would call “Pretty Good,” which means they’re not good enough to be competitive in tournament play. So, the search goes on for the right Guild crew to get me on the winning side a bit more frequently. I will say, however, that the spark has been relit for playing Malifaux after the weekend. Jon and I have been texting about different crew ideas ever since, so hopefully this will lead to some interesting stuff in the coming weeks for Malifaux Musings. </div><div style="text-align: left;"><br /></div><div style="text-align: left;">Also, I've been posting to a new Instagram account. Just look up @MalifauxMusings for pictures of some of my models or other Malifaux thoughts and content. </div></div><p></p>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-41182900306821536342022-02-03T11:55:00.003-05:002022-02-03T11:55:42.952-05:00Captain Con Prelude: Musings from a Charlotte Airport<p></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhhIgZm9kAzB-ZV4eJak3BWEwZEjOGgV4h9-4Fsu10h12FCgsl9JGpuyrI3ddRFkjv2nc0-e4ux2WJOaPzipU8ksX8PLOXLdpEgmASHNLtHuEg-oqP8c9Z-bs5MVUgQO9-RcCf-93G-lGEhr8JqCaLStwjX3SMHqnQ1Imaj0SB6usLKYNKZxlXxRItwWw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="863" data-original-width="796" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEhhIgZm9kAzB-ZV4eJak3BWEwZEjOGgV4h9-4Fsu10h12FCgsl9JGpuyrI3ddRFkjv2nc0-e4ux2WJOaPzipU8ksX8PLOXLdpEgmASHNLtHuEg-oqP8c9Z-bs5MVUgQO9-RcCf-93G-lGEhr8JqCaLStwjX3SMHqnQ1Imaj0SB6usLKYNKZxlXxRItwWw=w295-h320" width="295" /></a></div><br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Your intrepid bloggist is here, checking in from the Charlotte airport during my lay-over as I travel to CaptainCon. This isn’t a convention I typically attend, but the folks organizing the Malifaux events there were kind enough to invite me to the Malifaux Content Creator’s Invitational tournament. Apparently, my spotty publication record over the last several…years doesn’t disqualify me from attending, so I’m en route. By kismet, the main Malifaux tournament at the con has also been tapped to be the first qualifying tournament of the upcoming US Faux Tour season, so I can get on the “official” rankings while I’m in Rhode Island as well.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">One problem, of course. I’m probably pretty terrible at Malifaux these days. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">I still enjoy the game, and I don’t mean to imply that I’ve somehow scaled back my participation voluntarily. COVID paired up with the nearest tournaments being an hour and a half drive away (with a healthy dash of real life obligations) has limited my reps somewhat, and so I can’t say I really expect to throw down with the heavy hitters in this thing. I’m working on setting up a partner near to home to play with, but he’s painting his crew (he plays Bayou and bought out someone's collection at a discount) and every time we try to schedule a game it seems like something messes it up. As such, I’ve only really had Vassalfaux reps in recent history, and even those have been somewhat limited. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">So, to say that I expect to podium would be an extreme exaggeration. Thankfully, I’m not on my own for the MCCI. It’s a team format tournament, so I reached out to my friend and sensei Jon Goulbourne to be my partner for this thing. He has far more tournament experience than me, having spent years during M2E and M3E trucking up and down the eastern seaboard for games (we often call him the master of the Wandering River Style). He’s got a little rust to knock off as well, but he’ll be further along than I am in any case.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">To prep, we adopted a plan to try and focus on getting as many set-ups of games in as we can, and I think it’s a pretty good one to get some reps when you’re on a time crunch. Essentially, set up a game, play the first couple of turns, then re-rack and start again. Often, the opening of a game can determine how the whole thing will play out, particularly in a tournament environment where you can’t guarantee you’ll be able to play the full 5 turns anyways. Also, if you’re trying out a new crew build and want to see if the concept has legs, this is a good way to find out and look for obvious flaws. I highly recommend it.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiEUscO5ktltHz5_AjppQy48u2olw0NkLWUZieKehycghRXryoDiQwDv6pb6F2j0U907T58owt29cGH1Kc6nG1HWbVwr-JRK_LNoOx047S_OVdPJao-lsxVWiYN1j3btl2dNpArYU0Wyt9W4mwjZBmld5DjdNR-8hb5Y02K7k-MWZh6HpN48CVW9NMAnQ" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1000" data-original-width="1000" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEiEUscO5ktltHz5_AjppQy48u2olw0NkLWUZieKehycghRXryoDiQwDv6pb6F2j0U907T58owt29cGH1Kc6nG1HWbVwr-JRK_LNoOx047S_OVdPJao-lsxVWiYN1j3btl2dNpArYU0Wyt9W4mwjZBmld5DjdNR-8hb5Y02K7k-MWZh6HpN48CVW9NMAnQ=w400-h400" width="400" /></a></div><br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">The second part of the plan is to limit the amount I had to learn prior to the tournament. That means focusing on one master and their keyword, learning what works and what doesn’t, and taking advantage of the fact that there is a repeat in the strategies in round 2 and 3. Both of them have Turf War (itself a relatively straightforward strategy), so if I can potentially put my best foot forward in those games I can carry my weight without needing to master the full breadth of the game. I had originally planned on going with new Perdita as my master of choice, as I like the summoning and card cycling mechanics of the Monster Hunter version, but a different Guild master ended up as what I landed on. I’ve liked Basse for a long time both in game and outafter learning about Basse Reeves, the historical figure he’s based on (he's worth a Google if you're unfamiliar). I think his keyword is deceptively mobile with their Home on the Range and Rough Riders and still has some significant punching power on the tabletop. I have a personal connection to them as well (or, more specifically, to the Sandworm) that makes me want to get my own personal Graboid out for a spin. After all, Soulstone Miners are pretty solid, so who wouldn’t want a tunneling model that can also destroy markers and terrain when he pops out of the ground? </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">I decided to go Guild rather than Explorers with him since I have far more access to that faction, though the Intrepid Emissary paired with the sheer number of simple duels in Frontier and Wastrel at least got me to give them a look. Plus, Lead Lined Coat is jut good. *shrug* Not much else to say about that. I don’t love Explorers’ upgrades and I don’t have as much of a feel for what versatile or off-keyword models would be good hires, so it made sense to stay with the law-and-order faction. If there’s been a hole in my game since my time playing the Ten Thunders it’s been the killing part of the game (concentrating fire, target priority, etc) so it made sense to grow my skills in this area by playing a crew that is looking to dish out pain while covering for my deficiency by using a faction that has above average offensive capabilities. That’s not to say I don’t have a fair share of tricks, too, as there are a few toolbox models in the Guild that can pull off some disruptive plays to break up the enemy’s gameplan (The Undercover Reporter, for instance) or accelerate mine (Sly Six-Shots from the Perdita Malifaux Burns box brings a more useful source of False Claim than the faction has previously had available). </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">But, yeah, I’ve got no illusions that I’m going to go win this thing. Hopefully I can play some fun games, learn from my mistakes, and not end up with a wooden spoon. Check in over the weekend, as I’ll be trying to post more updates from Captain Con as it goes along. </div><div><br /></div></div><p></p>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-77083872549457394262021-11-14T21:24:00.006-05:002021-11-14T21:26:56.448-05:00Wyrd's Unsung Hero<p> </p><div class="separator" style="clear: both; text-align: left;">Wyrd has really put their best foot forward in 2021 with the reinvigoration of their product lines. Malifaux Burns has launched the title system, giving options to our new masters and putting a new enforcer in every keyword. They’ve breathed life back into The Other Side with a new starter set. They’ve brought some fantastic content to Through the Breach, including the Neverborn supplement From Nightmares. They even put out another board game, Bayou Bash, which I’ve likened to essentially playing Mario Kart with gremlins. I contend, however, that the most innovative and potentially best thing that Wyrd has put out this year is their brand new board game that releases this month, Vagrantsong. </div><p></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhK5qU60RQWKqsB1WNmcQs8HFIJ9h0xZ7G0vueTQGsVyvvBxBHpV_x-4G1WYknn3qKgxixh6EMvoEsiL8zqkvX9GRfEIOf4q0ea6m1RH07KaZar2n3w-VhD0BgmLOmQa7g7Tkvmi3l7aBQy/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1188" data-original-width="1000" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhK5qU60RQWKqsB1WNmcQs8HFIJ9h0xZ7G0vueTQGsVyvvBxBHpV_x-4G1WYknn3qKgxixh6EMvoEsiL8zqkvX9GRfEIOf4q0ea6m1RH07KaZar2n3w-VhD0BgmLOmQa7g7Tkvmi3l7aBQy/w337-h400/image.png" width="337" /></a></div><br /><br /></div><div class="separator" style="clear: both; text-align: left;">If you follow Wyrd’s social media presence, you’ve probably heard the buzz around this game growing. Several influential board game reviewers have given it the nod. I can say that everyone I’ve talked to about it has enjoyed playing it. It’s a game that, according to designer Kyle Rowan, has been in the works in the Wyrd studios for several years now, and so far it looks like that was time well spent. </div><div class="separator" style="clear: both; text-align: left;">In Vagrantsong, the players take control of a handful of old-timey transients (you know, back when being homeless was charming rather than cripplingly depressing.) Your crew of gold-hearted miscreants were beckoned aboard a train by a strangely noodle-armed hand and inadvertently wandered into a spooky adventure. This train is haunted, you see, by a series of Haints. What’s a haint, you ask? (Ok, first you probably make an immature joke about something that rhymes with Haint. I’ll give you a minute to get it out of your system. We good now? Ok, back to the review.) The Haints are powerful ghosts, drained of their humanity and trapped on this train as it travels the world. And that’s a problem for your crew of vagrants, you see, because you’re kinda-sorta trapped on this train with them. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">If you’re gonna get out of here with your skin intact (literally) you’re going to need to restore the humanity back to these Haints and find a way to escape the ghost train. Luckily, the vagrants represent a broad pastiche of old-timey humanity, ranging from the more mundane in the form of a failed revivalist preacher, a plucky orphan and her pup, and a travelling musician, to some more eccentric characters like the Cursebearer who gets stronger the more she’s afflicted by the Haint’s villainy and the self-proclaimed Empress of America, whose can-do attitude can overcome any obstacle put in her way (or so she believes.) Opposing them are a series of bizarre spirits. Some are truly chilling like the Lady in White or the Turned Faces. Some are a bit sillier, like the one that is basically a whacky-inflatable-arm-flailing-tube-man. Each brings a variety of unique challenges and obstacles for the vagrants to overcome on their way to restoring the Haints’ humanity. You do this by exploring the train, finding objects from the Haints past, and occasionally punching them in the nose (because nothing will remind you of being human like getting punched in the face, apparently.) </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJf2M8CNAF22iyi6jipMY5UwMSAfpgKA3_X4zQaPjlPmF54YqCqlAyyd7lT8dD_9z3WM8AMqS_hgiZVDy1_ijSIUtw4PdPC1QEtkgE0bJ2gAYwxcaiPVLofsGrTTDP8_mmHKwSl4L-tg9r/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="2590" data-original-width="1214" height="1182" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJf2M8CNAF22iyi6jipMY5UwMSAfpgKA3_X4zQaPjlPmF54YqCqlAyyd7lT8dD_9z3WM8AMqS_hgiZVDy1_ijSIUtw4PdPC1QEtkgE0bJ2gAYwxcaiPVLofsGrTTDP8_mmHKwSl4L-tg9r/w555-h1182/image.png" width="555" /></a></div><br /><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Mechanically, it’s a cooperative game where you face down the Haint, who is controlled by draws of tokens from a bindle (naturally) that determine which of a series of pre-determined actions the Haint will take. One of the coolest parts of the game is the Event mechanic. A series of Events will occur when particular things occur during the game. Some of the events are helpful for your vagrants. It feels like more of them make things worse for them, but that could just be the experience of being a player. One thing is for sure, it’s always interesting whenever a new one comes out. An event can be triggered by something your characters or the Haint accomplish or at random when the right token is drawn from the bindle. They all raise the stakes and create a narrative beyond the mechanics of the scenario. The game itself operates with the vagrant assigning their 3 action tokens to move, search, fight, or take one of the special actions. When a dice roll is required, the game includes an exploding-sixes (or booming box cars) mechanic, which allows for spectacular successes that are sure to elicit a cheer from the players. Then the haint takes their turn, controlled as previously stated by drawing a token from the bindle and resolving the action as listed in the scenario booklet. Difficulty scales with the number of players, with the amount of humanity that must be restored to the Haint going up with each one. Oh yeah, and every time you knock the Haint’s health down to 0 it usually freaks out, does some kind of special action, and then refills its health until you’ve pushed it to the threshold a number of times defined by the scenario. The vagrants certainly have their work cut out for them.</div><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">I could go on and on about the mechanics, but let’s talk about the production value. This game is flat out beautiful. The board itself is a fairly simple set of three train cars connected by bridges, though each scenario typically includes a number of obstacles and terrain to set up before hand to make the game unique. The real stars of the show are the enamel figures of the vagrants and the Haints, as they’re both sturdy and attractive on the board. The art style is a good mix of cartoony and legitimately spooky (the first Haint, the Turned Faces, wig me out for whatever reason). The tokens themselves are mostly punched out from sturdy card stock. The scenario booklet is HUGE. I mean, there are a lot of scenarios in there. It plays like a choose-your-own-adventure book, so you likely won’t go through every scenario every time you play, but that also creates some interesting replay possibilities where a new crew of vagrants may follow a different track through the train based on their choices and whether they’re successful or if they all lose their humanity to a particular Haint.</div><div class="separator" style="clear: both; text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsHZWWLsS0XJ-YqxY3ycM7IvrgPdHSko1OgAW9hx_yyDCdCjLYqSGl5fY8ja6cbhxEP77khLntJz6qlgVVYYaqYwMKCWxuINx6qBMGAOL6d5C4q28vfusWPy7Fh6UVbD_FCdnz7xDwClqg/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="841" data-original-width="2500" height="216" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsHZWWLsS0XJ-YqxY3ycM7IvrgPdHSko1OgAW9hx_yyDCdCjLYqSGl5fY8ja6cbhxEP77khLntJz6qlgVVYYaqYwMKCWxuINx6qBMGAOL6d5C4q28vfusWPy7Fh6UVbD_FCdnz7xDwClqg/w640-h216/image.png" width="640" /></a></div></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">In between games, your vagrants make camp somewhere on the train (I assume) and are met by a ghostly cat who offers you a choice of new skills and lets you buy some new equipment. The players can also spend some of their in-game currency to conduct a séance and get an advantage for the next game (usually a good idea). The currency is earned by completing the scenario itself, as well as through the completion of rituals, sort of side-objectives which can sometimes restore a big chunk of humanity to the Haint as well. And it’s at this point the vagrants can either save the game (write down their skills, equipment, and progress and put the game away) or continue on into the next scenario.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">I really can’t overstate how much I like this game. I’ve been burning to put a group together to do a playthrough since getting it from Gencon, but real-life concerns have delayed that. I did get a chance to play through three of the scenarios, though, and I can tell you the challenge climbs as you move along (hoo-boy, when you get to the Lady in White…well, no spoilers, but bring your warm coat.) It’s worth the investment if you can pick up a copy. I have a feeling Vagrantsong’s going to be earning a place not only as Wyrd’s best offering of the year, but maybe one of the best games released in 2021, period. I wouldn’t be surprised at all to see it in the running for an Ennie next year, and I really hope it creates an opportunity for expansion packs in the future (new vagrants, new Haunts, a new mini-campaign, etc.) Wyrd deserves a hearty handshake for what they accomplished with this game. Just make sure the hand shaking yours isn’t strangely floppy, or you may find yourself climbing aboard for a ride as well. </div><div style="text-align: left;"><br /></div></div>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com3tag:blogger.com,1999:blog-2674872936465684372.post-6609523481107115102021-10-24T22:54:00.006-04:002021-10-25T07:59:06.055-04:00Six Feet Under: Lady Justice in the Malifaux Burns Era<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjU-02q1NRJgPix6n59A0_BXXkNfN8fxgsfHaefusWQmaGyFs6LTonY0O57m95GmL7A_uXPqeFmz85u-AXXBCZN-1l93kedEXXf0sppw1BVoSnFxh-fhWEsOahRzAAscWo7oVgssu_UaqSP/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1153" data-original-width="1200" height="384" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjU-02q1NRJgPix6n59A0_BXXkNfN8fxgsfHaefusWQmaGyFs6LTonY0O57m95GmL7A_uXPqeFmz85u-AXXBCZN-1l93kedEXXf0sppw1BVoSnFxh-fhWEsOahRzAAscWo7oVgssu_UaqSP/w400-h384/image.png" width="400" /></a></div><br /><div class="separator" style="clear: both; text-align: center;">A not entirely unfounded opinion is that the Guild did very well in the most recent rulebook Malifaux Burns. Not exactly a shock, I suppose, given that they were considered to be somewhat under the power curve before this book came out. There were several things that jumped out at me when I read through the book the first time as potentially “good” or “dangerous.” Some I missed (Bashel is apparently pretty scary and I initially thought that, since he wasn’t a summoner, who cares). But one that tingled my spider sense was the new Lady Justice, Death Touched. And last week I asked a few questions of Matt Lewin, host of the podcast Flippin’ Wyrds (on the rare occasion they post a new episode) and he let me know this may be one of the things people can really have a bad time with, when they aren’t prepared.</div><div class="separator" style="clear: both; text-align: center;"><br /></div><p></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both;"><span style="white-space: pre;"> </span>The base theory is pretty simple: it’s tough to lose to a model that isn’t on the table. The crew focuses around the use of various versions of the Pine Box action, an action which is cast versus the opponent’s Sz and, if it succeeds, buries them and applies Distracted. Every turn, the buried gets a chance to escape with a WP duel against a TN of 13. If they succeed, or if the model that buried them dies, they pop back out. Lady Justice Death Touched lets the Marshals take 1 wound, drop a coffin marker within 1” of them, and then attempt the Pine Box action against a model within 1” of it, allowing some additional force projection and letting you block up parts of the board with these coffins (hello Research Mission.) Additionally, all of Lady Justice’s attacks can target these buried models, which creates some nice efficiency. The hard part of playing a melee master like Lady J is getting them to the enemy to hit them. So, you know, being able to smack things from anywhere on the board is pretty useful. Charge to a spot you need Lady J to be, hit a buried model, then continue on with her turn (potentially dropping a scheme marker you just moved into position for, for instance.) Even if her crew is having trouble getting things buried she can join in, as new Lady J has a 6” ability toss a coffin marker and bury an enemy model. And on top of that she’s HTW, Regen 2, and potentially Armor 1 with a LLC. </div><div class="separator" style="clear: both;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjElTnwrmJFC-tNrN8jUC-6T0KhMpLXeXoD-6tKF0zutHLq44bntAq6MHJWFscHG5P5ntjMjlQAFKTa94sgdE9r_DoLw_U3QFa9EKIMXhI-xFpuEF74K5OL-KnFa4_uQW_0bIGMjr23gZDQ/" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="601" data-original-width="601" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjElTnwrmJFC-tNrN8jUC-6T0KhMpLXeXoD-6tKF0zutHLq44bntAq6MHJWFscHG5P5ntjMjlQAFKTa94sgdE9r_DoLw_U3QFa9EKIMXhI-xFpuEF74K5OL-KnFa4_uQW_0bIGMjr23gZDQ/w400-h400/image.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Judge me next, boss mommy.</td></tr></tbody></table><br /><div class="separator" style="clear: both;"><span style="white-space: pre;"> </span>Several support models help to enhance the power of this crew. The Jury is one of the biggest ones, as her Exorcism Ritual ability does a ton of work when she activates, dealing 2 damage to every buried model. She can trigger more Pine Boxes as well with her Obey. The Brutal Emissary’s Into the Cage attack isn’t a Pine Box and doesn’t make coffin markers, but it’s a Stat 4 versus size (get in the box, Euripedes) and doesn’t have a claw symbol, meaning its unaffected by any melee specific defenses. One of my initial concerns was that the crew may be a little bit on the slow side, but the fact that the coffin markers make enemies with 1” count as Undead can help to offset that, since it lets Death Marshals gain Fast when they activate within 6”. The keyword’s new model Thirty-Three fits nicely with this, as she brings her own Pine Box, can target buried models with her Peacebringer, and has Incorporeal and Slippery to let her do a little bit of scheming on her own. </div><div class="separator" style="clear: both;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheBSfux_OSf7uA2LLozYZTWBcEmzuatYQ7UGc0kAPViNwtMTtp6TlVnKp69tudJ0DshgMddvCBSY03oUf8xKGVeoRrx-bT4BYV1m0OoAguhGCxCv6H_zoIL0cuAD-Fbr9655kgcriOPr59/" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="1153" data-original-width="1200" height="384" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheBSfux_OSf7uA2LLozYZTWBcEmzuatYQ7UGc0kAPViNwtMTtp6TlVnKp69tudJ0DshgMddvCBSY03oUf8xKGVeoRrx-bT4BYV1m0OoAguhGCxCv6H_zoIL0cuAD-Fbr9655kgcriOPr59/w400-h384/image.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"></td></tr></tbody></table><br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><span style="white-space: pre;"> </span>The crew is surprisingly durable, with HtW on many models and Lady J having access to a Shockwave heal. Several models are going to have access to stat advantages versus the size of most enemies, and most crews don’t have a good answer to get them back out again. Coffin markers can close off parts of the board and making the enemies count as Undead usually gves boosts to Marshals. And the bottom line is, a model that is a problem is no longer a problem if its buried. Jedza preventing you from killing members of her crew? Bury her and there’s no more issue. Hoffman shoving pylons around that do insane amounts of irreducible damage? Not if he’s buried. Pandora screwing up your activation order…you get the idea. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><span style="white-space: pre;"> </span>The risk is there for an NPE from this crew (negative play experience). I know that Matt said he’s 1) not lost with the crew yet and 2) the general opinion is that they would rather play a game they enjoy than play against this crew. Now, there are solutions. It’s not an unbeatable crew by any means. A crew that isn’t built around any particular individual models will do better than crews with a lynch pin you can bury. If you focus fire on the Marshal that has buried something you need back, that’s going to help. Blowing the coffin markers up can help clear out the board to help avoid the clutter and restricted movement. Etc etc etc. Not an overpowered crew by any means, but something that could really make for a bad time if you aren’t ready for it. Thus, why I thought it was worth an article. Be aware that this crew is out there. Think about what you’re going to do when you’re up against it. And thanks to Flippin’ Wyrd’s Matt for sharing some thoughts about the crew, as well as the below crew list. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Death Touched J List (Guild)</div><div class="separator" style="clear: both;">Size: 50 - Pool: 4</div><div class="separator" style="clear: both;">Leader:</div><div class="separator" style="clear: both;"> Lady Justice, Death Touched</div><div class="separator" style="clear: both;"> Lead-Lined Coat</div><div class="separator" style="clear: both;">Totem(s):</div><div class="separator" style="clear: both;"> Scales of Justice</div><div class="separator" style="clear: both;">Hires:</div><div class="separator" style="clear: both;"> Thirty-Three</div><div class="separator" style="clear: both;"> Death Marshal</div><div class="separator" style="clear: both;"> Death Marshal 2</div><div class="separator" style="clear: both;"> Death Marshal Recruiter</div><div class="separator" style="clear: both;"> The Jury</div><div class="separator" style="clear: both;"> Brutal Emissary</div><div><br /></div></div>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com6tag:blogger.com,1999:blog-2674872936465684372.post-73838797289787451252021-10-03T22:09:00.001-04:002021-10-03T22:09:20.491-04:00Ortega Family Values: Looking at the new Perdita<p> I’ve been looking at Guild more, recently. If nothing else, they’re considered to be on the lower end of the totem pole power wise, so at least I won’t be coming in last while playing broken crews. Moreover, if there’s a definitive hole in my swing when it comes to general Malifaux play, it’s in the killing/combat part of the game. I don’t have a good feel for what it takes to kill a particular model in any situation, so I need to practice that. And the Guild are combat focused, so that seems like a good place to start.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkOVj3tEL4kdkgDKw2ULv35IzCsMmbynsQ7ZkW_N8982z05AInX0mId0HhoMJTrbNwrOfB3uAK3ysQ50CanV6dKDzzy9sJjlxafZ4y09ni5Zp7dAg10EdxkYzaRaJjI-fBV490-9MPe2QL/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1002" data-original-width="1200" height="334" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkOVj3tEL4kdkgDKw2ULv35IzCsMmbynsQ7ZkW_N8982z05AInX0mId0HhoMJTrbNwrOfB3uAK3ysQ50CanV6dKDzzy9sJjlxafZ4y09ni5Zp7dAg10EdxkYzaRaJjI-fBV490-9MPe2QL/w400-h334/image.png" width="400" /></a></div><br /><p>Speaking of starting, I thought I would start by looking back to where I started in Malifaux, with Perdita and the Family crew. Her new title, Nephilim Hunter, gives her the ability to summon the low cost Ortega minions. Normally this wouldn’t be something to get excited over, as the Pistoleros are, well, not great. That’s being generous, frankly. The summoning upgrade she attaches gives them a +1 to their duels when they’re within 2” of another family model, which lets them reach the lofty heights of “average”. They’re not good models at all, and like many people in the Malifaux community, I wrote this new Perdita off the first time I saw it. Something stuck with me, though. I’ve always wanted to play the Ortegas. They were the first crew I ever bought. The family of gunslinging monster hunters is very cool thematically, and I wanted to get them back out. So I kept thinking about it, turning it over in my head, until it finally clicked for me. </p><p><br /></p><p>I was sitting in the bleachers at my step-daughter’s volleyball game, waiting for them to warm up, when I read and saw that they get to add in a suit to their duels also. Huh, so that meant they had built in triggers. That might be cool, so let’s look at the triggers. Which is, of course, when I realized that the triggers on the Pistoleros’ attacks, Grudge, puts out Adversary: Family. Now that was interesting. Some cheap, disposable models to throw adversary at the enemy (or at least force some cheating to create hand pressure). Plus, the Family can be pretty squishy, so adding some more ablative wounds to screen and protect the important ones is a good thing. The summoning upgrades feel like a little bit of a double edged blessing, and I’m going to have to do some fiddling to understand the best way to employ them. They’re unique, so you have to put them in the right places at the right time. Ironically, if you have one whose effect when they come into play (removing scheme markers, ending a condition, etc.) are particularly useful, the smart thing for an opponent to do would be to leave the Pistolero alive so you can’t resummon it. That’s a little bit funky and I’ll have to see it in action before I know if it’s a real problem or just one I’ve made up in my head. And they always have Reckles to get a cheap, Fast model. So there’s potential there. I’m guessing you might get them up to grow into a Monster Hunter maybe once in five games at best, so I won’t be counting on that, but if you can get one their stat lines will be pretty impressive with the built in +1s. </p><p><br /></p><p>Dita herself shifts gears from killer to leader in this incarnation. The 6” bubble the Ortegas usually want to sit in will have her stationed in the middle to take the most of her Head of the Ortegas ability. Man of the clan have the “Ortega Family Values” trigger on one or more of their attacks, allowing another family member to either draw a card or concentrate. Dita changes this from a choice to getting both bonuses. Moreover, every Ortega has A Por El, which lets you discard a card to let a lower cost Ortega take an action out of turn. If that is a concentrate action and you’re within 6” or Perdita, that’s another card drawn. That’s potentially a lot of card cycling, and I’m very intrigued by that. I think that she’ll spend most of her AP summoning and doing her Trick Shot action to push models, hand out stunned to enemies, and trigger more Family Values. Her gun doesn’t have Critical Strike anymore, so you have just the 2/4/5 damage track of most Ortegas, which isn’t impressive but will do in a pinch. And she’s got a 12” pulse that doesn’t require LoS to hand out shielded, again helping to shore up some of the squishiness. Likely she and Francisco will have Lead Lined Coat (though I’m curious to see if it would be better elsewhere, since she won’t be needing to be in the thick of it) so they’ll be pretty resilient. </p><p><br /></p><p>I don’t know if it’s actually any good or not, but having a tailored hand and some resilience seems like it would go a long way with this crew. Phiasco and I set up a game and played through turn one, and I drew/cycled about a dozen cards. I already have some parts of it where I think I can do better next time. There may be something there, and I’m tentatively optimistic. I’ll keep you updated with how it goes. </p><div><br /></div>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-69698264150921790432021-09-13T00:34:00.004-04:002021-09-13T00:34:20.914-04:00The Other Side of Gencon, 2021 Edition<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNfSt0z-EX2A1B72Az2pbsZADEl1mQ-JgPsrF5N90WDByhdMIuvWx_yhd0cQNPks-PrQRG9ZXqTUzPpIlOPRz2j2gQ5FRyq2pIGK-kj77kgDS3QiFRT3kF7z_cpdslC__s6LiijEtcTRMB/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1113" data-original-width="2825" height="252" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNfSt0z-EX2A1B72Az2pbsZADEl1mQ-JgPsrF5N90WDByhdMIuvWx_yhd0cQNPks-PrQRG9ZXqTUzPpIlOPRz2j2gQ5FRyq2pIGK-kj77kgDS3QiFRT3kF7z_cpdslC__s6LiijEtcTRMB/w640-h252/image.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;">We’re a matter of days from the greatest four days in gaming, Gencon. Excitingly, Wyrd miniatures will be taking a great step forward at the show, offering a significant number of new models and options for one of their games, which is very exciting to me. The options are going to increase significantly, bringing new models and new tactical options that should refresh it and give it new life.</div><p></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Oh yeah, and Malifaux is gonna have some new stuff coming out too. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">I love The Other Side. It’s a great game that marries the scale of an army game with the action economy of a skirmish game. I like the armies that are in it, and I like the way it plays on the tabletop. So I’m excited for all of the new stuff that will be coming for it and thought I’d compile it here. Before I get to that, though, if you’re going to the show you know that Wyrd’s selection of tournaments and play events is more limited this year than in the past due, of course, to COVID 19 safety concerns. There will be, however, a selection of quick play timeslots when anyone ca come in and use the terrain to play a pick-up game. I intend to spend a good amount of my time there with a couple of Malifaux crews, trying out the new master titles, and with my ToS King’s Empire Force (likely with some Guild reinforcements, naturally). If you’re interested in a game, hit me up on Facebook or just look for me in person. I’m happy to get in some reps.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">***</div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSYcw9OwaIZJhrJYJfi_L69RMAzWu8b2IFzks6BINCGZYybHQTN5Tp0jjCk0T-tZZrfUjaO313pJ2JWUVMvIcGN_72HUQg5vnBkaxIO-UD0XGPAIgZFub-T83xyC0WbRoI-UOrKMZRnET3/" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="759" data-original-width="1090" height="446" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSYcw9OwaIZJhrJYJfi_L69RMAzWu8b2IFzks6BINCGZYybHQTN5Tp0jjCk0T-tZZrfUjaO313pJ2JWUVMvIcGN_72HUQg5vnBkaxIO-UD0XGPAIgZFub-T83xyC0WbRoI-UOrKMZRnET3/w640-h446/image.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"></td></tr></tbody></table><br /><div class="separator" style="clear: both;">First of all, we know that Sonnia Criid is the Guild commander. She is a ranged damage master that provides a good amount of damage through blasts and some terrain control through the ability to drop pyre markers that block off a whopping 120mm diameter circle of terrain. Interesting that she seems to have more fire magic at her command on this side of the Breach, since the lore says that magic is weaker on Earth than on Malifaux. You almost have to assume that means she’s pulling her punches in Malifaux, and who knows what she’s truly capable of now. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5-1TB1jDz1gVeGMw-wiKG4t4FuBfsQikXj-fJqs6Ee-iqr4MBB6pxDhVtmlZhzNVYDh5KHd-4WinVJT36DhEI8G-zVnQLKjlqW7i5eiPjY_7lfHIkW_DmiV9ReIrYgefjR3XOTQLm3raP/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="631" data-original-width="890" height="454" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5-1TB1jDz1gVeGMw-wiKG4t4FuBfsQikXj-fJqs6Ee-iqr4MBB6pxDhVtmlZhzNVYDh5KHd-4WinVJT36DhEI8G-zVnQLKjlqW7i5eiPjY_7lfHIkW_DmiV9ReIrYgefjR3XOTQLm3raP/w640-h454/image.png" width="640" /></a></div><br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Coming with her are two new units: the Guild Mage and the Gatling Gunner. The mages offer an interesting sort of disruption by forcing opponents to discard to perform morale actions near them (recall that the interact action required to score points in most games is a morale action.) They’re pretty soft, though, with an armor of 6, so survivability is somewhat limited. To correct for this, they have soulstone defenses, the ability to discard a card to prevent wounds. I don’t know that I’d count on that to keep them alive under a sustained assault, but if you’ve got the resources it can keep them alive to do their job. I think they’ll do better paired with Abysinnia’s forces than the King’s Empire, as they have access to more card draw. That may be true of the Guild across the board, frankly. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy6hqsnbduKjwYRbyvkO9DZ82PJ5hgIHfj5C7voAddOa0kGPpuLpCw56PUtqw94bdkASGnDQb9fEVcANkO6c0vcSS8yrAgc-KCBgFcO4NtWopvbhyq9x01sIJxy0G7t6CvCHM1bm4lKW7f/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="631" data-original-width="890" height="454" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy6hqsnbduKjwYRbyvkO9DZ82PJ5hgIHfj5C7voAddOa0kGPpuLpCw56PUtqw94bdkASGnDQb9fEVcANkO6c0vcSS8yrAgc-KCBgFcO4NtWopvbhyq9x01sIJxy0G7t6CvCHM1bm4lKW7f/w640-h454/image.png" width="640" /></a></div><br /><div class="separator" style="clear: both;">Gatling Gunners are, unsurprisingly, strong looking ranged support models. They do more damage the closer you get to them, but can at least try and put some damage on infantry that’s up to 20” away. They also can punish units that resolve the rush order near them, simulating the effect on the battlefield that this type of weaponry had when introduced to our world, as well. I think they’ll do better if they’re kept back and screened, as they are fairly squishy, but I’m interested to see them in action and find out what they can do. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEnOq094AYsIFLQeDxq-LZNmZbrVBtgQ2X4dKPzYMCM6iMLFkzTvdsuyYprOmA9qoXQ8g-YLLHXkW6lmAXuanJJ1DaUmwRfImhJJC3fpl5dIUGcrfhNQ3p63gXLC-LrqXRLNuftizyaJaO/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="836" data-original-width="1200" height="446" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEnOq094AYsIFLQeDxq-LZNmZbrVBtgQ2X4dKPzYMCM6iMLFkzTvdsuyYprOmA9qoXQ8g-YLLHXkW6lmAXuanJJ1DaUmwRfImhJJC3fpl5dIUGcrfhNQ3p63gXLC-LrqXRLNuftizyaJaO/w640-h446/image.png" width="640" /></a></div><br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">I feel like, where the Guild may be ok standing on their own, the Court of Two models will shine more as support to either the Cult of the Burning Man or the Gibbering Hordes. Neither Kirai, the Gwisin, or the Enslaved Spirits scream “damage potential” to me, though the Gwisin’s ethereal viscera could get nasty on later turns and the Champion Binh Nguyen is no slouch. Kirai’s Spirit Anchor action lets her spread reinforcement tokens around to nearby units, which are important to her and her CoT models to get to glory but also very helpful for allied units. The Horde, specifically, has a number of units that benefit from reinforcements, not the least of whom is their Titan. And anybody who tries to mess with her or the Gwisin has to deal with their Revenge ability, which hits you back with a strength 2 attack that can’t be cheated every time you hit them (note, NOT every time you wound them.) My KE gunlines are not looking forward to that interaction, I can tell you. When she gets to glory, she also gains the ability to summon, which is very rare in ToS. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQwAA_1f64Yg76-GCxLTN3fSPtFYUoss5dQ15WPLkRiEROafRZkmlH9HEcio8dwGW5p4BQHhXirXFK_zVnazx4HNJFA8n09uYZQlKfrLXQ4wPyvLtGMUfbsgJuE1mCrYZOwCrjzRhw32Dq/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="631" data-original-width="890" height="454" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQwAA_1f64Yg76-GCxLTN3fSPtFYUoss5dQ15WPLkRiEROafRZkmlH9HEcio8dwGW5p4BQHhXirXFK_zVnazx4HNJFA8n09uYZQlKfrLXQ4wPyvLtGMUfbsgJuE1mCrYZOwCrjzRhw32Dq/w640-h454/image.png" width="640" /></a></div><br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">The Gwisin are unique, in that they don’t have to stay near each other on the battlefield. As mentioned, they have an attack that gets stronger as the game goes on. If they get into Glory they can pass out Shaken or Pinned tokens. If you can get there early you could potentially help cult units get into glory as well, though that feels inefficient. More likely you’ll want to counteract what the enemy is doing.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHx4Ljk6Zt4VnGoGh2I8-9SAwNJwOV1CC3c8-d8He5RbPb7mgYAc3vLPsnBj-nGxGshU7Sa6jKHf5FAW1P8gXAYaiwEt1vVSeWMGl44zMUYY6Dxjkj4f-lDdWuPtw6YURjcB6NjvWJVYiZ/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="631" data-original-width="890" height="454" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHx4Ljk6Zt4VnGoGh2I8-9SAwNJwOV1CC3c8-d8He5RbPb7mgYAc3vLPsnBj-nGxGshU7Sa6jKHf5FAW1P8gXAYaiwEt1vVSeWMGl44zMUYY6Dxjkj4f-lDdWuPtw6YURjcB6NjvWJVYiZ/w640-h454/image.png" width="640" /></a></div><br /><div class="separator" style="clear: both;">The Enslaved Spirits don’t offer a lot in the way of combat ability. Their utility comes from two fronts. For one, they can be removed through the champion ability by units that are 5” away rather than 3, which gives you a little more flexibility in maneuvering them. Second, their lethal curses ability lets them throw out Shaken tokens at the start of the game, so they can boost the cult up and then hurt the enemy later. In Glory they’re even nastier with this, as they have a built in trigger to strip Reinforcement tokens off their target when they hit, before doing the penetration flip. Very rude. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFiy07eODUfTPgohWO7FsAIdWwlurocEOvVmlzQJPd_iXp8uQtdrv6hn4rPDcOhTyfloPpDu_D2TyGlNZK9rwKQph1fk8oE_YwyKKICCMcDtebJhNSFHsegXppKa2-7aPWjXMpXYDNvBLp/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="672" data-original-width="1200" height="358" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFiy07eODUfTPgohWO7FsAIdWwlurocEOvVmlzQJPd_iXp8uQtdrv6hn4rPDcOhTyfloPpDu_D2TyGlNZK9rwKQph1fk8oE_YwyKKICCMcDtebJhNSFHsegXppKa2-7aPWjXMpXYDNvBLp/w640-h358/image.png" width="640" /></a></div><br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">As a bonus, we also learned that the Gibbering Hordes are getting a nice new treat, The Other Side’s first Nightmare Edition box. Yeah, sure, it’s a Malifaux boxed set too, but let’s focus on us :P. The Deepest Depths boxed set represents the Gibbering Hordes’ Storm Siren commander and comes with models that count as Egg Clutches and Morphlings. They’re on the same sized bases as Malifaux, so you can swap the models back and forth between the games no problem. They’ll be a good start for anyone looking to get into the game, though I wouldn’t say you’re going to have much of a fighting force without picking up some more units. The Gibbering Hordes Allegiance Box would be a better option in the long run, but this box will give you some style that’ll make your force stand out. </div><div><br /></div></div>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-46114811162747733792021-08-29T23:10:00.002-04:002021-08-29T23:10:51.098-04:00TItular Musings<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwz0IVh3Ul9PRgMQYRNgk19xnhdOBURXnrVen0k1Mja94bv3zK7Sv1Zo0KpE6pwn1kZ_iksyGiETFEk-QGCpzG234NUa-Vob9kr4gJZMlV7dZ-L610FcGs59ftFAOBJLxqtT-YwXLFwpWD/s1300/image.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1300" data-original-width="850" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwz0IVh3Ul9PRgMQYRNgk19xnhdOBURXnrVen0k1Mja94bv3zK7Sv1Zo0KpE6pwn1kZ_iksyGiETFEk-QGCpzG234NUa-Vob9kr4gJZMlV7dZ-L610FcGs59ftFAOBJLxqtT-YwXLFwpWD/s320/image.png" width="209" /></a></div><br /><p></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: left;"><span> </span><span> </span>We’ve got 3 more reveals left to go prior to Gencon (which hardly seems possible) so there are ostensibly 6 masters still to see beyond what Wyrd may be showing us through the Waldo’s Weekly articles. This means there will still be some reveals left (assuming they don’t just do a full drop beforehand) but also means we’ve seen a significant chunk and, I think, we can start to draw some extrapolations to what Malifaux may start to look like as a game in the new environment. </div><div class="separator" style="clear: both; text-align: left;"><span style="white-space: pre;"> </span>This would be simpler, of course, if this was a situation akin to a set rotation in a CCG. That’s not the case here. Your standard edition version of Som’er Teeth Jones you’ve been playing since M3E came out will still be just as legal after September 16th as it was back in the day. But let’s be real. Unless you’re the kind of person who bets on the “Don’t Pass” line, plays aggro red after a block rotation in MtG:A, and fills out your March Madness bracket picking all chalk (IE: people who don’t like fun), you’re going to want to try out some of these new shiny toys on the tabletop. And here’s the thing, you’re not alone. At least for a while, you’re likely to see more of the new versions of masters than the old versions. So, if there are trends in these new Title masters, it’s a relatively safe bet that trend will be defining for the meta once this book drops. It’s worth it to take some time to muse on these, and that’s what we’re going to do here. But let’s keep in mind a couple of things: 1) we don’t really know how these new masters are going to work, just what we’ve seen in the reveals and people’s opinions. We’re living very much in the realm of theory-faux here and 2) I’m an idiot who thought Illuminated were crap at the start of M2E, so no one should take anything I say too seriously. </div><div class="separator" style="clear: both; text-align: left;"><span style="white-space: pre;"> </span>That about cover it? Cool, let’s get to the analysis.</div><h4 style="clear: both; text-align: center;"><br /></h4><h2><u>Thank you for being a friend.</u></h2><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-4a52HVkx17tYLtijfWuXc76uEvk1R34s-URRD5Trxa1hhJV0YtZy6xzvbfo91cHEEx9SmukyzWDkJACKhrgjf2Mnh6P7EoyEtQgSg-oy8ZUJdlz4lXlYqdho3WnwXl2NtivOWoRM1FOt/" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="721" data-original-width="750" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-4a52HVkx17tYLtijfWuXc76uEvk1R34s-URRD5Trxa1hhJV0YtZy6xzvbfo91cHEEx9SmukyzWDkJACKhrgjf2Mnh6P7EoyEtQgSg-oy8ZUJdlz4lXlYqdho3WnwXl2NtivOWoRM1FOt/" width="250" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">76 zombies led the big parade, with 110 crooligans close at hand...</td></tr></tbody></table><br /><div class="separator" style="clear: both; text-align: left;"><span style="white-space: pre;"> </span>I started by looking at the masters and breaking them up into 3 categories: Damage Dealers, Crew Enhancers, and Enemy Controllers. In some cases this break-down wasn’t perfect (new McCabe, for instance, could be argued to enhance his crew and do pretty good damage) but I tried to make this as clean as I could. People can argue with where I have them slotted in, which is why I’m not going to go master-by-master through this, but I think the trends are clear: the masters are shifting away from killing to enhancing their crews. It’s fairly stark, actually. I have 13 of the original versions of the masters we’ve seen primarily focused on dealing damage, and exactly the same number in the crew enhancement category in their new versions. By enhancement I mean increasing movement, optimizing attacks, giving out free attacks to the crew, etc. That means a couple of things. For one, alpha striking the enemy’s master will do a lot less to completely neuter the enemy crew. They’ll be far more likely to be built with good beaters outside of the master. Second, tying them to their keywords potentially could serve as an even stronger encouragement for players to stay within their keyword to capitalize on this synergy. </div><div class="separator" style="clear: both; text-align: left;">The numbers of control masters are roughly the same and they aren’t the majority in the original or new pool, which is probably for the best. Control tends to be a bit of a negative play experience (NPE) and, since games of Malifaux take a lot more time than a quick game like a CCG, that NPE gets stretched out over a longer period of time. Also, the complexity and diversity of crews makes it all but impossible to play true hard control crews effectively But it’ll still be a healthy chunk of the pool, and that’s actually tied pretty closely to the next paragraph. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><h2 style="clear: both; text-align: center;"><u>It’s gonna get crowded on the boards</u></h2><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQ4yinc03avvecAyk8X7lazmCmirb_Jg6KKjWrYSeydBDRvW1iRs_-F5N6rcaswigcQmT77sAVGp6_rseLlgUGVmkjBlmDJ2GkpbLNMZbgcS2WoZO7OQzbSywKARCM04wUcrbWrgFsAPqc/" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="721" data-original-width="750" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQ4yinc03avvecAyk8X7lazmCmirb_Jg6KKjWrYSeydBDRvW1iRs_-F5N6rcaswigcQmT77sAVGp6_rseLlgUGVmkjBlmDJ2GkpbLNMZbgcS2WoZO7OQzbSywKARCM04wUcrbWrgFsAPqc/" width="250" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Yeeeaahh, I'm gonna need you to build some more pylons.</td></tr></tbody></table><br /><div class="separator" style="clear: both; text-align: left;"><span style="white-space: pre;"> </span>The Other Coast folks pointed this out in their cast, and I think it’s worth repeating: there’s gonna be a lot of markers getting dropped on boards with these new masters. Whether it’s Geodes, Portals, Pyres, Coffins, or what-have-you, a lot of these masters are gonna be dropping markers on the board that will affect movement. 9 masters we’ve seen so far fit this description, as compared to a scant handful at most previously. This creates a bit of interesting tension with all of the movement tricks these new masters bring along as well, as we’re going to have to be careful not to push our crews into flames/sludge/etc. There’s going to be a lot of hazardous terrain out there, and precise movement will be critical to overcoming it. On a related note, I think models that can remove these markers are going to suddenly be worth a lot more than they were previously, so get those Sandworms painted, folks. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><h2 style="clear: both; text-align: center;"><u>The New Face of Summoning</u></h2><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzhAvwekY3Qbp0hUNvg6ptYPUXf0PE3KbfBhSbPZ7whMtNj6aZzkNzqcp6ns6H1RPMUCMt1ksc1VeaE9Fj2QbOpecbWUkFyAXYys7xevISdsk1BbIWCr4jPuPzETy9_Jl3KNO0kVu8jRmx/" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="1153" data-original-width="1200" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzhAvwekY3Qbp0hUNvg6ptYPUXf0PE3KbfBhSbPZ7whMtNj6aZzkNzqcp6ns6H1RPMUCMt1ksc1VeaE9Fj2QbOpecbWUkFyAXYys7xevISdsk1BbIWCr4jPuPzETy9_Jl3KNO0kVu8jRmx/" width="250" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Rosie the Riveter ain't got shit on her.</td></tr></tbody></table><br /><div class="separator" style="clear: both; text-align: left;"><span style="white-space: pre;"> </span>Obviously, it’s not a surprise that the masters who were formerly associated with summoning are, for the most part, not doing it anymore (that’s sort of the point of the title system, after all, to give you something new and different to play.) But, the masters we’ve seen so far all have a bit of a common theme in the way they have gained the ability to summon new models. All 5 of them (Ophelia, Perdita, Anya, Toni, and Kirai)(I’m not counting McMourning, 3 corpse counters for a Flesh Golem is not summoning as far as I’m concerned) have had the wide open “summon any minion from your keyword” clipped down to summoning relatively low SS models with very few options, often just one. Anya and Toni (and their crews) can summon Drudges. Dita can call her Pistoleros (with special upgrades attached to make that not a complete waste of an AP). Ophelia technically can only trigger her kin to summon back her totems, but those have some offensive potential (as opposed to Reva’s totems, which essentially just exist to be sacrificed.) The point is there’s only going to be a little bit of summoning, and it’s going to be very low soulstone disposable models. The question I have is whether this is just because adding summoning to keywords which were not built with that in mind is really difficult, or if this is going to be the model for summoners going forward? I can see either being true, to be honest, given how much trouble summoning has caused in the game historically. This new world of summoning certainly fits with the most recent Gaining Grounds rules, and it lowers the barrier to entry by not forcing you to buy a whole keyword to play them optimally. We probably won’t really know for sure until the next book comes out, but it makes sense to me. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><h2 style="clear: both; text-align: center;"><u>A whole new world</u></h2><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-J5QxdYeUIzt7PsqEpV1Fzq7zMVRqIMhfuzlXvloDnHjfj5GDhhFNtZyrnd7lXeHKb7ycCgQWgXVj6i2VNCmNAA-Ixm4ekI48zrQnoblLDtXHLo3C9Y4zc72-29XFaktUCl6pcCgqp2pM/" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="1153" data-original-width="1200" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-J5QxdYeUIzt7PsqEpV1Fzq7zMVRqIMhfuzlXvloDnHjfj5GDhhFNtZyrnd7lXeHKb7ycCgQWgXVj6i2VNCmNAA-Ixm4ekI48zrQnoblLDtXHLo3C9Y4zc72-29XFaktUCl6pcCgqp2pM/" width="250" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Don't you dare close your eyes. Because they'll stab you.</td></tr></tbody></table><br /><div class="separator" style="clear: both; text-align: left;"><span style="white-space: pre;"> </span>I know one of the harder parts of the M2E to M3E transition was that many of these masters are sacred cows and they carry an expectation that this master works this way because that’s always the way it’s been. Well, this book gave the designers the opportunity to kill some of those sacred cows and give the masters a new coat of paint. Both Viktorias on one big base? Check. Yan Lo not doing the slow-grow in power? Check. Marcus as an angry werewolf leading the charge? Check check. It’s an awesome refresh for the characters we’ve known and have basically played with in the same general form for nearly a decade, and it actually makes me interested to see what they do with this in the future. I wonder if, for future books, masters that are struggling might get a new title without having to do a full overhaul of every master in the game? Maybe particular titles/versions get rotated out or replaced over time? This opens up a lot of possibilities, and I really hope Wyrd takes the opportunity to run with it and really go wild. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">For now, I’m anxious to get this book in my hands. I’ll be curious to see how much of a difference this makes for crews as a whole, rather than just the master. And, of course, I’ll be curious to see how many things I’m wrong about in this article. But mostly I’m just excited to see these new masters in action. </div><div class="separator" style="clear: both; text-align: left;"><span style="white-space: pre;"> </span></div><div style="text-align: left;"><br /></div></div><p></p>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-77495916048921700132021-08-22T22:18:00.000-04:002021-08-22T22:18:07.235-04:00Hobby and Painting Digression<p> <span> </span>In lieu of some actual written content, I thought I'd share with you some pictures of my collection and some painting I've been doing recently. I have some half-baked thoughts on the title system that I'll muse on next weekend, but for now...pictures of half-competently painted models?</p><p><br /></p><p><span> <span> </span>I set up a kind of diorama with all my models in a storage space, along with some terrain. They look like this. You can't really tell what they all are and it isn't terribly well lit but, well, there they are.</span></p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvtT92oZ7MZlN3ffLvrQerg5zS8WIw5BSWZSedBsANWptih_WFoBtGuRyAzyzh-XMLHKjzUXRbACcuf1oVBeQG3pnXj4EkNgsPImPRKzN50Y9xKLR15jwZsZ5Zv8_PdPc4nKMMaTm_11cW/s2048/IMG_0259.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvtT92oZ7MZlN3ffLvrQerg5zS8WIw5BSWZSedBsANWptih_WFoBtGuRyAzyzh-XMLHKjzUXRbACcuf1oVBeQG3pnXj4EkNgsPImPRKzN50Y9xKLR15jwZsZ5Zv8_PdPc4nKMMaTm_11cW/w640-h480/IMG_0259.jpeg" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRbxdMRql3EUS6xXiAhSd0Klb44TopdwdFe89_5yJrSHLn3QOXJuzXw-03TmczfHCd8Xtu0N9IDvw0fJrxMGeouAEf9ejFWn24zkoyAE05jK6SgijgUxIyOsrWZCWmm-ymRI9G7nVafQZQ/s2048/IMG_0260.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRbxdMRql3EUS6xXiAhSd0Klb44TopdwdFe89_5yJrSHLn3QOXJuzXw-03TmczfHCd8Xtu0N9IDvw0fJrxMGeouAEf9ejFWn24zkoyAE05jK6SgijgUxIyOsrWZCWmm-ymRI9G7nVafQZQ/w640-h480/IMG_0260.jpeg" width="640" /></a></div><br /><p></p><p><span> </span><span> Of course, there's some more space to fill, but this is a fairly good representation of my collection so far. </span><br /></p><p><span><br /></span></p><p><span><span> </span><span> Zooming in, here are a few things I painted recently. I'm working towards a Frontier keyword crew, so here's some shots of my Sandworm and a rough Rider. </span><br /></span></p><p><span></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2z0VJSdQvPPIGN2s5rJuX372WxPvMggsz8b7uClszJndvZKSOkwk4USleGX960g87Ys_c-Kd7vUAD5pmOSXOZXcNvMEqe3uj21RJg67ijhOk-jvGB71E3LYWqGvdAcv2R1Uzodbqz8UiW/s2048/IMG_0261.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2z0VJSdQvPPIGN2s5rJuX372WxPvMggsz8b7uClszJndvZKSOkwk4USleGX960g87Ys_c-Kd7vUAD5pmOSXOZXcNvMEqe3uj21RJg67ijhOk-jvGB71E3LYWqGvdAcv2R1Uzodbqz8UiW/w640-h480/IMG_0261.jpeg" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEji28PqTskCz6nj0r03wLGJ3suusJCrJAq8PCvIIXx9U4klteIaHsN_UjElSuaycWkrxUB8TOMZih0Q6p_dnzWyoyKMOzbjqV0BD2Itooh8OjMDrrylfRG4oYO36gQ7iIIgV2cC7z4nasMl/s2048/IMG_0262.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEji28PqTskCz6nj0r03wLGJ3suusJCrJAq8PCvIIXx9U4klteIaHsN_UjElSuaycWkrxUB8TOMZih0Q6p_dnzWyoyKMOzbjqV0BD2Itooh8OjMDrrylfRG4oYO36gQ7iIIgV2cC7z4nasMl/w640-h480/IMG_0262.jpeg" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYrAiG93cHXdR_qaPl6pUxhX1wUNvUtKuFgOjz_fV2Ovc37Zg2K0aRDl7qfCsTUO2LMhZvqIUgX8g9yYV-bGTCGh5QcB1p02w9BgdtI_0WiZEm_zHRawdpzz9czx1QZGNha8Ze7A5TYtl-/s2048/IMG_0263.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYrAiG93cHXdR_qaPl6pUxhX1wUNvUtKuFgOjz_fV2Ovc37Zg2K0aRDl7qfCsTUO2LMhZvqIUgX8g9yYV-bGTCGh5QcB1p02w9BgdtI_0WiZEm_zHRawdpzz9czx1QZGNha8Ze7A5TYtl-/w640-h480/IMG_0263.jpeg" width="640" /></a></div><br /><span><br /></span><p></p><p><span><span> I wanted to do the Rough Rider with some native warpaint on it. Hopefully it's not based on real patterns rather than movie garbage, but it's tough to sort the two out online. And of course I needed to do a Sandworm. You know,<a href="https://www.dropbox.com/s/ww7s8p9jtwu2fht/Stonetooth%27s%20Folly.pdf?dl=0"> for reasons. </a> The color is alright. The seams aren't. I've really gotta learn some greenstuff skills to patch those things in the future. <br /></span></span></p><p><span><span><br /></span></span></p><p><span></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLP0grsmZXkCR7c4u-1TLdUt8SL8al4iYxUWOUXBu_S-enw8lw_zFiFLsjeejmhWtLK2i7h8b5kW55pmAhnJIaPyY3njVZKm8Dll8-DfhKXrWqIfnpKDk03NgLjnS5L8WlLxLsO5IwmWh5/s2048/IMG_0264.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLP0grsmZXkCR7c4u-1TLdUt8SL8al4iYxUWOUXBu_S-enw8lw_zFiFLsjeejmhWtLK2i7h8b5kW55pmAhnJIaPyY3njVZKm8Dll8-DfhKXrWqIfnpKDk03NgLjnS5L8WlLxLsO5IwmWh5/w640-h480/IMG_0264.jpeg" width="640" /></a></div><br /><span><br /></span><p></p><p><span><span><span> </span><span> I also did these two Kentauroi when I thought I was going to give McMourning a try. I mostly wanted to try out GW's contrast paints. Results are...ok. They're a good way to quickly get some paint on something. </span><br /></span></span></p><p><span><span><span><br /></span></span></span></p><p><span><span><span><span> </span><span> And last, just a shot of my pride and joy. Probably the best mini I've ever painted. </span><br /></span></span></span></p><p><span><span><span><span><br /></span></span></span></span></p><p><span><span><span></span></span></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWql70hBjCU_njgXPciJZWM7w3Bj2MIIgwHyJ07hn48BMgB24J8_O64h_uHFpz-_Rpltmz74ga58QgB0fY7sHNS3IbB8SA3H6CHAaYIkpAGcq_hSPNt4y24hePv6tS8_reS1XCml6vRmkE/s2048/IMG_0265.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWql70hBjCU_njgXPciJZWM7w3Bj2MIIgwHyJ07hn48BMgB24J8_O64h_uHFpz-_Rpltmz74ga58QgB0fY7sHNS3IbB8SA3H6CHAaYIkpAGcq_hSPNt4y24hePv6tS8_reS1XCml6vRmkE/w640-h480/IMG_0265.jpeg" width="640" /></a></div><br /><span><br /></span><p></p><p><span><span> </span><span> It's not a new model. I just like how it turned out. </span><br /></span></p><p><span><br /></span></p>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-27764336684513692672021-08-14T17:57:00.000-04:002021-08-14T17:57:03.363-04:00Hot Malifaux Summer<p><span> </span><span> </span>Reveal season is continuing apace faster than I’m following along with them. Wyrd has done a really cool thing by<a href="https://www.wyrd-games.net/upcoming-content-reveals"> integrating all the content creators in the process this time </a>(and I’m really kicking myself for letting the blog lapse, as it would have been cool to participate). You can see what masters and models have been revealed here, which saves me the burden of having to comment on them all. Win/win. Potentially more importantly we’ve learned what product is coming at Gencon and what may be triggering some of these new faces our masters will be showing us in the future. The reason, quite simply, is that Malifaux is on fire.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8KJ4EuXMVee3JdeDLOlF1V1p8tUDU30K04mD_gOgXq3E30MrwpiQnME8Ta03Y2HAstR48KbRnFkMW2bk_eRX3mfefqokFGidGLhXMTMmE-A9MDVTifezCiFcNjlJb4Ym5Yaoh918r1z0C/" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="1300" data-original-width="850" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8KJ4EuXMVee3JdeDLOlF1V1p8tUDU30K04mD_gOgXq3E30MrwpiQnME8Ta03Y2HAstR48KbRnFkMW2bk_eRX3mfefqokFGidGLhXMTMmE-A9MDVTifezCiFcNjlJb4Ym5Yaoh918r1z0C/w418-h640/image.png" width="418" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Such a rad cover design.</td></tr></tbody></table><br /><p><span style="white-space: pre;"> </span>Well, maybe not literally, though one master from each of the factions <a href="https://www.youtube.com/watch?v=Kf7onyADVUU&t=46s">may now have an active desire to change that fact. </a>The Burning Man is coming back, you see, and some members of the Malifaux cast of characters are feeling a bit, hmm, let’s say inspired by his incendiary presence. Nellie Cochrane starts using her propaganda to inspire chaos rather than control. Reva is…well she’s still pretty much a crazy cult leader, but now she’s traded her horse for more burning focus. Kaeris trades her metal wings in for some straight up flames. Parker Barrows appears to be Undead and animated by flames, which is pretty rad. Misaki is fractured, which means…well I’m not sure. She looks older in the picture, I guess. No obvious burning going on there. Maxine’s luck in Malifaux has apparently not changed, as she looks to be pretty mad now and has the keyword Monomaniacal. Euripides looks potentially even more violent. And Ulix is riding a flaming pig steed. It’ll be interesting to see these things in play, but I’m already absolutely in love with this idea thematically. The only way it would be cooler would be if they seceded from their old factions and formed a new one together, but that would be pretty tough to do from a game stand-point. From my perspective, I’m excited about the return of the “Some kind of big event happened in Malifaux, here’s how all our characters are dealing with it” storytelling style of the good old days. You remember don’t you? Back when a meteor fell out of the sky and gave everybody avatar powers? Ah, good times. Good times. It’s one of the most defining characteristics of this game (lore driving mechanics) and a very welcome return. Also, kudos to not going the obvious route and having Sonnia Criid inspired by the Burning Man since, you know, she’s already into fire and stuff. Then again, the BM (ooo, that’s an unfortunate acronym) is at least 50% Cherufe, who already possessed her once. Maybe this is an awkward ex situation? Or maybe Sonnia’s busy on earth and, for once, not in the wrong place at the right time?</p><p><br /></p><p><span style="white-space: pre;"> </span>Anyways.</p><p><br /></p><p><span style="white-space: pre;"> </span>With the article, we received another reveal of how all these models are going to be sold to us. After all, there are quite a few masters in Malifaux, and releasing a new package for each of them would be quite a lot of SKU bloat for stores, something that Wyrd specifically was trying to avoid with M3E. The reason for this may not be obvious to folks who don’t have a background in store operations or supply chains, but every piece of inventory you keep on a shelf is an opportunity cost the store incurs for the entire time its there. Modern retail is built on the idea of “just-in-time” supply lines (for better or worse) and, to maximize profit, its best for a game store to avoid taking up shelf space with tons of items for the same game. And, frankly, we can all think of a model that we always find hanging on the shelf for years, costing the store owners money. So, Wyrd has an incentive to cut down the number of boxes they’re going to be putting out. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmReVCMLloxzuy73rq9Km48uQtlbI7WY0P5Gkl_XKLb2pO5AktNsiusHgJh5BKUcRGe_srY9zP80T0_UcNCTTLAp5BKllkC-mTouc2KQtHVELJK_xd1RkpBjtAp1bePyAEBrFQsPAHdBgS/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="663" data-original-width="1200" height="221" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmReVCMLloxzuy73rq9Km48uQtlbI7WY0P5Gkl_XKLb2pO5AktNsiusHgJh5BKUcRGe_srY9zP80T0_UcNCTTLAp5BKllkC-mTouc2KQtHVELJK_xd1RkpBjtAp1bePyAEBrFQsPAHdBgS/w400-h221/image.png" width="400" /></a></div><p></p><p><br /></p><p><span style="white-space: pre;"> </span>If you’ve been paying attention to the releases (you have, haven’t you?) you’ll notice each of the masters has a new model that shares a keyword with it and a different master. This is not a coincidence. The retail model for these is to sell a boxed set that contains 2 of the new masters as well as the new model they share. Now, this means you’ll have to buy a new master for a faction you potentially don’t play when you buy your new one. In some ways, this is a stroke of genius, because it lets you have a free sampling of this new faction which could maybe lead to players branching out, trying new factions, and eventually buying more models (which is of course the goal.) This does, however, lead to you paying for a model you potentially don’t want, which could leave a sour taste in some players’ mouths. I anticipate the trade forums and ebay lighting up with a lot of individual masters for sale in the weeks after each of these box sets comes out, but I think it’s a clever marketing move all the same. The individual bit sellers are going to make a killing. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjB8sWC47QRoxTauyli5Ldo4O9uwBcTAatXYPdYaI1SOs_sPjQYBPb926PM30DQz56FZIUi-daFYlatImxgffxabixH1wiK5uv0RHI5KVvGyvBpHB1_XbsIHefXj5sOpvSqr_9JEB7PPKF_/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1002" data-original-width="1200" height="535" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjB8sWC47QRoxTauyli5Ldo4O9uwBcTAatXYPdYaI1SOs_sPjQYBPb926PM30DQz56FZIUi-daFYlatImxgffxabixH1wiK5uv0RHI5KVvGyvBpHB1_XbsIHefXj5sOpvSqr_9JEB7PPKF_/w640-h535/image.png" width="640" /></a></div><br /><p><span style="white-space: pre;"> </span>As an example, Reva and Kaeris are going to be sold together in a boxed set called “Embrace the Ember” along with their new friend, Deacon Hillcrest, who we’re told is analogous to one of the Cult’s Doomseekers in ToS. I don’t know much about Kaeris so I won’t weigh in on her, but I’ll chat a bit about Reva. Since she’s got no horse, her move has dropped significantly to 5. In exchange, she’s gained a better ability to manipulate Burning. I know when I have played Reva, I’ve typically had only one of the corpse candles alive at any given point outside the first turn, as I’m usually blowing them up or using them for various purposes. Luminary Reva, on the other hand, can kill a Revenant model within 2” of her to reduce the damage of any attack on her to 0. That’s some serious damage reduction, and a good reason to keep at least one if not both near her at all times. She can heal or damage a model for 1 the first time they gain a point of burning during an activation. She has a free action to concentrate Burning from several models down to one single model, which I imagine will often be followed by her Immolate attack, which makes you reduce the burning from a model to 0 and then take damage for each point of burning taken off. Oh yeah, and if that kills you, her built in trigger lets you summon a Lampad out of them. And she can push a Pyre maker 4” and use a crow trigger to place two friendly models in B2B with it after the push. That would be cooler if it weren’t a trigger, but could provide some interesting mobility tricks to her and/or her crew. Also I guess the pyre markers do damage if they pass through someone during the push, but 2 damage after a failed TN 12 MV duel isn’t exactly what I’d call “reliable.” </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZrkikyZPFjrriBRZ-iAoqsZRVOcowN_RMYh5KM0oke5gpFAk34ANaL_SKpoJNNFEzFVMGNC76rk5v20ZxwHl9fdi2kbuZGYqyDnYjDjzJSbLaFJEqw8rP8gxTv9tjIxpinjC11b8fML_V/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1002" data-original-width="1200" height="535" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZrkikyZPFjrriBRZ-iAoqsZRVOcowN_RMYh5KM0oke5gpFAk34ANaL_SKpoJNNFEzFVMGNC76rk5v20ZxwHl9fdi2kbuZGYqyDnYjDjzJSbLaFJEqw8rP8gxTv9tjIxpinjC11b8fML_V/w640-h535/image.png" width="640" /></a></div><br /><p><span style="white-space: pre;"> </span>Her new firebrand preacher (tehe) is a 7 stone enforcer who loves him some Burning, both having it and spreading it. Fittingly for a CotBM looney, he has a WP of 4 which makes him pretty vulnerable to attacks from that avenue and a DF of 5 which is nothing to write home about. He can offset this somewhat, however, through Manipulative, the Revenant ability to gain Shield along with Burning, and Blaze of Glory, the Wildfire keyword ability to trade points of Burning for positive flips. Dude’s gonna set up shop in a pyre marker and never leave, is what I’m saying. His melee attack (why are you in melee range of him, he’s standing in a bloody pyre marker?!?) and his ranged attacks do pretty forgettable damage, but give Burning to the target. Translocation ritual is a more utility oriented attack action that lets him teleport people to within 1” of a pyre marker and within 6” of where they start (some of that classic Cult flavor). And he has a self-heal that, you guessed it, gives him Burning. Oh, right, and enemy models can’t reduce their Burning value within 6” of him. </p><p><br /></p><p><span style="white-space: pre;"> </span>I think Deacon is maybe not that necessary for Kaeris and her crew (who I don’t think really struggle to put out Burning), is going to be a utility player for classic Reva, but will be absolutely required for Luminary Reva. One of the oddities of the Revenant keyword is that it interacts with Burning but doesn’t have many ways to directly put it on the enemy. Deacon fixes that, which is why it’s troubling that he seems a bit fragile at first blush. I always have a hard time parsing out how effective defensive tech will be, so I’ll have to see him on the tabletop to know if he’s going to stick around for the game. You can, of course, dedicate a Shieldbearer to protect him, but that’s now 13 stones you’ve dedicated to spreading Burning around the crew, which may not be the most efficient thing ever. Of course, later on Reva may have some summoned Lampads to take over the job, so it may be alright if he burns out early. New Reva is interesting to me. She’s perhaps a bit more suited to defensive games than her mounted version since she loses so much speed. At first blush I like the classic version a bit more, but I do like the idea of spreading more and more flame around the battlefield. With all the movement tricks these new masters have, restricting that movement with pyre markers may be quite useful. Also, I’m itchy to paint that lamp in her hand with some green flame (points at the banner at the top of the blog.) </p><p><br /></p><p>And for those keeping count, that’s 19 uses of the words Burn or Burning in the article. Hot girl summer, indeed. </p><div><br /></div>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-25443977195784066102021-08-01T01:01:00.000-04:002021-08-01T01:01:07.591-04:00Exit Light, Enter Night<p><span></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh67in0mlF4n6I00_OFgLsmOCZMbt8GcHqUigny5q1OwV1Kf8_ow_dDYg3NNSp7bcPRooocPdSmYdGWDEoXHC0-2mUrd7-a1Sy61zVPb2ViXy2JShp43btxO6fMByXJ6Gc3Cm8QvkxwpVyk/s1791/Picture2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="833" data-original-width="1791" height="298" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh67in0mlF4n6I00_OFgLsmOCZMbt8GcHqUigny5q1OwV1Kf8_ow_dDYg3NNSp7bcPRooocPdSmYdGWDEoXHC0-2mUrd7-a1Sy61zVPb2ViXy2JShp43btxO6fMByXJ6Gc3Cm8QvkxwpVyk/w640-h298/Picture2.png" width="640" /></a></div><br /> <p></p><p><span> </span><span> </span>We continue with our trip through the new title system taking a look at a couple of new nocturnal themed masters (who, again, were summoners who now don’t really summon). </p><p><br /></p><p><span style="white-space: pre;"> </span>And yes, I know titling my post about Dreamer with a line from Enter Sandman is hacky. You know what? I don’t need your negativity. It’s the 30 year anniversary of the Black Album this year, so shut up internal monologue critic. </p><p><br /></p><p><span style="white-space: pre;"> </span>Anyways. </p><p><br /></p><p>***</p><p><br /></p><p><span style="white-space: pre;"> </span>Dreamer has been one of the masters who changed the most from original concept to final execution. Anybody else remember the 1e version that started with the whole crew buried and only Dreamer on the board? I do! In M2E he transitioned to being a summoner, and after M3E he added an element of clockwork orange street hooligan. Don’t judge him, if fish monsters suddenly fell out of the sky in your hometown and started eating your neighbors and your dad, you’d probably have some trauma to deal with as well. He’s gone from mythical figure to enforcer of the Neverborn after the coup that supplanted Lillith, and Nytmare (his Tyrant buddy) has also started branching out to invading and influencing the conflict on Earth (I see you, Sandmen.) So they’ve come a long way together, but Dreamer is now learning that sometimes that has a cost…</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgb4Q8MNdWp24x6LWTFDPqeqb5dau-TBDh4d6ffLkmjPW5qTqFZaERsu3FITg0nhZZ3VkfGbgVr7TKEoWSBVrppwaiMhQQITEG8q3PIIDuBc20j7R5tFQyjDJtm6BdnK3qwQmkHcx1z8eFv/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1000" data-original-width="1000" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgb4Q8MNdWp24x6LWTFDPqeqb5dau-TBDh4d6ffLkmjPW5qTqFZaERsu3FITg0nhZZ3VkfGbgVr7TKEoWSBVrppwaiMhQQITEG8q3PIIDuBc20j7R5tFQyjDJtm6BdnK3qwQmkHcx1z8eFv/" width="240" /></a></div><br /><p><span style="white-space: pre;"> </span>The OG Dreamer is a standard summoner in the early M3E tradition (IE cost 10M+ the value of the minion(s). It's worth keeping in mind that he is one of the few allowed to summon multiple models with his action, which isn’t nothing). His summoning upgrade gives the model Stunned and Buries it, but doesn’t impose any damage or other negative consequences on it. While buried, these summoned models are able to Unbury adjacent to an enemy model that fails a WP duel, a nice bit of flavor that also lets your summons appear theoretically anywhere an enemy model is sitting on the board. Beyond that, he can support his new nightmare friends by a free action to hand out Shielded and a small push to models in an aura around him and can apply Adversary to an enemy model and Focused to a friendly model at ranged, ensuring that a bad time is likely about to be had in that vicinity (also potentially triggering a model to Unbury, given that it attacks WP.) The front of his card consists primarily of defensive tech, as Dreamer is Incorporeal, blocks free actions, can pass attacks off on nearby nightmares, and also has Serene Countenance. His defensive stats are ok but not great, and he has only 7 wounds, so this makes sense, as he would be very brittle without all those abilities. His only other ability is Vivid Nightmares, which makes no sense if all you look at is his card. It forces you to select half of the cards you’ve removed from the game and put them into his discard pile during the Start phase. That wouldn’t make much sense unless you pair it with the Nightmare keyword ability, Lucid Dreams, as this allows any of the other Nightmare models to spend their Free action to reveal 3 cards from the top of the deck, pick one to remove from the game, and discard the other 2. In doing so, the crew gains the ability to stack their deck or set things up for Stitched Together shenanigans. Assuming you aren’t doing the latter, you’ll probably favor taking low cards out to stack the overall probability of having good flips. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4qJj5DBrPitiuyEz_nuFLBct5nnqL6hQffQQ7TgvOgUAT6qLJg8XO3v0oXuGj9wngJMsrFlVt9N0uCgyfMWjucZ-dNF-xF3S0LSbGpAkdzeKN2A0Q2Wz1UIEtdSGD_CfiPCNutNPKa9H6/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1002" data-original-width="1200" height="535" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4qJj5DBrPitiuyEz_nuFLBct5nnqL6hQffQQ7TgvOgUAT6qLJg8XO3v0oXuGj9wngJMsrFlVt9N0uCgyfMWjucZ-dNF-xF3S0LSbGpAkdzeKN2A0Q2Wz1UIEtdSGD_CfiPCNutNPKa9H6/w640-h535/image.png" width="640" /></a></div><br /><p><span style="white-space: pre;"> </span>New Dreamer is having some trouble getting restful sleep (getting older is tough, kiddo, let me tell you) and is titled “Insomniac”. His new rules for this iteration are…odd. He’s actually slightly more vulnerable despite going up to 10 wounds, as he isn’t incorporeal anymore and isn’t Protected. On the other hand, any time there’s 5 cards removed from the game you can bury him and swap his control hand with those buried cards (meaning you now want to remove high cards with Lucid Dreaming instead). You then start discarding 2 cards that have been removed from the game at the start of every friendly activation until there are no more cards removed, at which point he unburies within 2” of any nightmare. This potentially gives him some significant mobility, since I think the optimum way to play him will be similar to how one runs Zoraida, ie cheating far more aggressively than you would in other crews until your hand is empty, then swapping the dreck you have left for the (presumably) good cards you’ve been removing via Lucid Dreams. I assume you can pull off the bury every turn in this manner and swap your hand out while doing it, which is pretty solid. The back of his card doesn’t immediately inspire me, however. A 10” Slow and Adversary is pretty good, but it only does damage on a trigger and even then, it isn’t very much. Peer Into Dreams is an attack Wyrd highlighted in the reveal, and it is very unique in that there aren’t mechanisms to remove cards out of your opponent’s deck from the game elsewhere in Malifaux. I’m suspicious, however, that this is going to be more a “feels bad” for the opponent than something that causes actual damage in the game. It’s stat 5 versus WP, which is mediocre. A 10” range is decent, but still probably leaves Dreamer vulnerable to counterattack unless you can get him buried. And it doesn’t do anything that can score you VPs directly. The trigger abilities are potentially stronger, letting you remove the card from the opponent’s hand or allowing you to summon Lord Chompy Bits next to the target. The summon requires you to target a non-minion, though, which increases the likelihood the action will fail. I think it’s one of those abilities that jumps out at you when you see it, but will hose you if you try to build your gameplan around it. Lead Nightmares lets you push a model 3” and has an odd sort of trigger to let you Bury-Hop your model onto an enemy within 2” at the end of the move. It is potentially disruptive and could help you hide a model, but you’re letting your opponent control when your model unburies, which always makes me unhappy. And Waking Nightmare is a 4” scheme marker drop as a bonus action. Good, but not a reason to play this model. </p><p><span style="white-space: pre;"> </span>I’m gonna be honest, I don’t get Insomniac Dreamer. It’s going to be hard for the opponent to pin his crew down, and the potential to blink in and out will help to offset how fragile the rest of his Keyword can be. I don’t feel like Peer Into Dreams is going to work as well as people want it to work, or at least not as consistently, and outside of that he’s a good support master but not great. Put that up against the previous Summoning iteration and, well, let’s just say I have a strong feeling which will be on tables more frequently. I could be wrong, and likely am. But if you’ll pardon the pun, I think it’s safe to sleep on this master. </p><p><br /></p><p>***</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhA_hMKk5HstMR4qWvGOpx85tfz8kEOnflpL1o9WsexyJVNNscuJv-WdcPUv2mMGiFPNKgWLnyiGV2y4SENJfCBBL4NSqMBQnYyCHDznEVLVg5vG1iLEn3jAfy0oVlsN9hKG9IqL2axVirT/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1000" data-original-width="1000" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhA_hMKk5HstMR4qWvGOpx85tfz8kEOnflpL1o9WsexyJVNNscuJv-WdcPUv2mMGiFPNKgWLnyiGV2y4SENJfCBBL4NSqMBQnYyCHDznEVLVg5vG1iLEn3jAfy0oVlsN9hKG9IqL2axVirT/" width="240" /></a></div><br /><p><span style="white-space: pre;"> </span>Von Schtook is another master who has felt the nerf bat’s sting, particularly recently. Well, his Undergraduates may have gotten it worse than him, but what’re you gonna do? The life of an academic certainly has its challenges. Apparently Anna Lovelace’s influence has inspired the good Professor to come up out of the sewer from time to time and indulge his hobby…which is astronomy? Weird, but I guess it takes all kinds to run the world. Or reanimate it. Whatever, let’s just get on to the reviews. </p><p><span style="white-space: pre;"> </span>Trying to compete with original Von Schtook is gonna be an uphill fight, as I think he’s one of the better all-around masters in the game even after the last Errata. Plus he looks like he’d be played by current day Mark Hamill, which is worth a lot of points in my book. Front of card he has an ability to shut off upgrades on enemy models within 6” of him, which is already pretty good. He has a built in trigger to reduce damage he takes on attacks when the opponent doesn’t declare a trigger. He can scheme off of his crew killing enemy models with 10” of him. He can’t be stunned. All pretty solid. His Gruesome Lecture attack does “ok” damage, but more importantly gives you the potential to hand out Injured with a Blast (though at least they took the blast off of his weak damage to reduce the abuse somewhat.) Administrative Review gives him some offensive and/or defensive condition removal. His Peer Review is a unique summoning mechanic wherein he attaches an upgrade to a friendly model which allows them to summon a new minion of equal or lesser cost when they kill an enemy. It's funky in practice and can feel at times like a "win more" ability, but he can spread the upgrades out over the course of the game and potentially get a nice bonus to doing what the crew wants to do anyways, kill enemy models. He can do some more scheming with Grade Assignment. Really, other than not being terribly mobile, he’s good at most things you want a master to do in Malifaux.</p><p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOEFsAlMvh17rEWlRJVBzQgXcxNjuPtnQ9BIcuYgNmrr1Nkk1ALk2WXWt1cIv1Ld-HW9d17CHO4bjsQ9YlDGaUwjxGM8Z2Kzcq3Bu5st766mioB5HPNLsWs8F5l-sJ4xSB_HaWbDq5gDU5/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1002" data-original-width="1200" height="535" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOEFsAlMvh17rEWlRJVBzQgXcxNjuPtnQ9BIcuYgNmrr1Nkk1ALk2WXWt1cIv1Ld-HW9d17CHO4bjsQ9YlDGaUwjxGM8Z2Kzcq3Bu5st766mioB5HPNLsWs8F5l-sJ4xSB_HaWbDq5gDU5/w640-h535/image.png" width="640" /></a></div><br /><p><span style="white-space: pre;"> </span>Stargazer Von Schtook still has a lot of crew enhancement paired with some damage and negative conditions, but in a somewhat different toolbox. He picked up Hard to Wound somewhere along the line (I guess you spend enough time around dead folks and it’s bound to happen eventually.) Head in the Clouds is a deceptively important ability, as the Resurrectionist faction tends to have pretty low willpower across the board, so imposing a – on attacks that target WP in an aura around him could be huge in certain match-ups. His Lessons Learned ability is interesting and unique as well, as it grants a + to all duels in a model’s activation after it fails a duel. This suggests to me intentionally cheating down some kind of throw-away free action with a TN to give yourself a + to all your attacks in a turn, which is interesting. He’s still got the keyword ability so crazy card drawing is possible, though his attacks don’t have the multiple built-in suits anymore to truly enable it. Speaking of attacks, one of them involves a zombie with a telescope in place of its head. So, that’s a thing. I've got to question whether that’s really an effective mount for a telescope. Sure, it has mobility advantages, but you need them to be steady to bring things into proper focus…you know what? I’m off topic. The 1/3/4 damage spread + stunned is fairly meh, but if you target someone who is already stunned it ratchets up to 3/5/6. That’s pretty nasty. There’s also a fairly amusing trigger called Protect Me that summons a Mindless Zombie into b2b with the target of the attack and makes it so no enemy attack actions can target Von Schtook until the MZ is killed. He can make enemy models insignificant as a Free Action, which is potentially quite strong. And then there’s the actual Astronomy bits. His Study of Anatomy attack lets him resolve a number of different effects on targets based on their creature type, ranging from condition removal to damage to healing. It’s very situational, which would normally be a problem except for the ability I skipped on the front of his card, Shade of Delios, which allows friendly Transmortis models to treat enemies within 3” of a scheme marker as having any traits they want. How do we get the scheme markers into place you say? Why, by using his Light of Illios attack action, that lets him drop a scheme marker within 6” of him that triggers a Shockwave which can potentially hurt enemies (though it only requires a TN 11 WP duel, so don’t count on it) and heal friendly models. The combination of these two abilities (named for Malifaux’s 2 moons btw #loreflex) mean that Von Schtook’s Study of Anatomy ability can actually do any of the options listed, which gives a lot of flexibility and is generally cool and good. Plus Delios lets the Students to pretend that they killed the right type of model to trigger their specific abilities, which is gravy. Not necessary per say, but who doesn’t like a little gravy from time to time?</p><p><span style="white-space: pre;"> </span>I like Stargazer Von Schtook, and I like the OG version too. I honestly don’t know which is better in what situations, though, as they’re both kind of generalists. OG is better at range, where Stargazer can potentially do some damage up close, I guess. The Injured blasts were pretty sweet, but now that he doesn’t blast on weak not quite as devastating as they used to be. I don’t know. This may come down to personal preference/playstyle. Stargazer feels pretty viable, though, so I’ll expect to see him get some run, as the whole Transmortis keyword is just so good that it may not really matter who is leading them. </p><div><br /></div>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-59585376793932596962021-07-17T21:36:00.000-04:002021-07-17T21:36:05.985-04:00Ghosts and Demons<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiRymSyLCTk9K6hZo3Hc8Sbkcc4lRGcUPj79a-cccF-w1ZDv4_OLXoDe5BkneV2nAuH39d4VTkD8vKzHUdE5_P69svp2KUjvFwxUOXU-pM_Cbw3yf5K3HT1wt7BZIS1sAIygpQv7WsbjXX/s1791/Picture1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="870" data-original-width="1791" height="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiRymSyLCTk9K6hZo3Hc8Sbkcc4lRGcUPj79a-cccF-w1ZDv4_OLXoDe5BkneV2nAuH39d4VTkD8vKzHUdE5_P69svp2KUjvFwxUOXU-pM_Cbw3yf5K3HT1wt7BZIS1sAIygpQv7WsbjXX/w640-h310/Picture1.png" width="640" /></a></div><br /><p><br /></p><p><br /></p><p>We’re hot and heavy into Gencon preview mode, so I’ve got a little bit of catch-up to do. The nice thing about this for your humble bloggist is that it makes it easy to come up with content on a weekly basis. The hard part, of course, is that they’re starting with masters I haven’t played very much. So, as per usual, take my comments with a grain of salt, but let’s take a look at two of them today. </p><p>There’s a pretty obvious pair we can join up, in that there are two characters representing Japanese women who summon monsters from elements of their folklore. Kirai has moved up from the chronically sad apprentice of Nicodem who summoned ghosts and cut herself so she could feel something again to the boss of a spirit-powered Earthside cult and Resurrectionist vigilante helping Molly take vengeance on those who would prey on the weak. Similarly, Asami Tanaka started out as a grieving and half-mad summoner of Oni (demons), but with a little tutelage from Yan Lo and (apparently) a brief break from the pocket demon trying to corrupt/gaslight her, she’s come into her own and has learned to stabilize her otherwise typically temporary “children”. Also, both of their new versions have fallen into the pattern I mentioned last time (namely “hey, let’s press pause on the whole ‘summoning’ thing”). Let’s dive in and look at how they’ve diverged. </p><p><br /></p><p style="text-align: center;">***</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYI4nSEUuplvLMtPfR6GkzKVAzI0o6hf-QoqSBgXF1WjhTJuldkSGoZsMe28YrvZl5QhXda-l6229Z5TdnBC7nv_2lC44CC6qh80Rc4RYRxM1o1bJwxbXxpo5SSMKZgcsmW1LxnhOa1mCn/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1000" data-original-width="1000" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYI4nSEUuplvLMtPfR6GkzKVAzI0o6hf-QoqSBgXF1WjhTJuldkSGoZsMe28YrvZl5QhXda-l6229Z5TdnBC7nv_2lC44CC6qh80Rc4RYRxM1o1bJwxbXxpo5SSMKZgcsmW1LxnhOa1mCn/" width="240" /></a></div><br /><p>Kirai Ankoku was undeniably one of the strongest masters in the early days of M3E, as can be said for essentially all summoners. With a Df of 4 and no built-in defensive tech outside of the keyword-wide Vengeance ability and a card intensive “Protected (Urami)” she was not a master you necessarily wanted to throw into the thick of the fight, though if you did you could benefit from her 4” Life Leech to regain some wounds. She could also trade her wounds to keep Adversary on enemy models at the end of the turn. These two abilities hint at the general theme of this model, namely managing the resource of Kirai’s life to empower herself and the crew. Nothing embodies this as well as her Blood and Wind summoning Tactical Action. After the standard summoning math (TN=10+the model’s cost and the appropriate suit) she can drop any Urami minion and attach a Vengeance upgrade to them. This gave them Slow but also let them build in a Crow to empower triggers on their attacks. Critically, however, it also made them deal 1 damage to Kirai at the start of their activation. As such, you have to play a very delicate balancing act with her to avoid her crew literally killing her. There is a lot of healing in her crew to help top her back off and avoid this, but it’s a real threat and it encourages you to treat her minions as disposable missiles (which, frankly, you want to do in GG2 anyways.) In between summons, her spirit barrage gives some reliable offensive output (gotta love shooting that ignores friendly fire). She’s got a couple of tactical actions that support her crew by healing and yanking them out of trouble, which is good. Her melee attack is alright and has an execute trigger to surprise people but, again, we don’t really want her in melee, so I’d call that situationally useful.</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGfJSJpJo3s4uqnjMmOzkXws0pPxLbJCuESK3x5p_9ORpw3STGAuJfQ8KohzJOORGReeSwTYnZEZ7DOkfXn4_MOFegNvMxE6SmWjq682i4wPAbNv8f6_ZSCJu8wqj6EFYhtN6_05EjE3Xz/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1002" data-original-width="1200" height="335" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGfJSJpJo3s4uqnjMmOzkXws0pPxLbJCuESK3x5p_9ORpw3STGAuJfQ8KohzJOORGReeSwTYnZEZ7DOkfXn4_MOFegNvMxE6SmWjq682i4wPAbNv8f6_ZSCJu8wqj6EFYhtN6_05EjE3Xz/w400-h335/image.png" width="400" /></a></div><br /><p>Envoy of the Court Kirai is a very different kettle of fish. Her defense gets bumped up to a mediocre 5 as part of an effort to move her closer to the action to work as a mid-range enhancer for the crew. The magic range for her is 8”, as she projects 3 auras that help the Urami by letting her distribute healing from one Urami model to a different one, grants them a built-in Crow on their attacks, and inflicts a – flip on WP duels and actions targeting Kirai that come from enemies with Adversary. That last one is a little weird at first glance, but makes more sense after you pair it with another ability, “Join Us.” Essentially, after a Urami model moves through the space of an enemy model as a result of one of their actions (more on this later), the enemy model must make a TN 13 WP flip or Kirai gets to summon a 4 soulstone or less model (ok, I lied, she still has some summoning. Bear with me.) Any given enemy model can only be used to do this once per turn, so you can’t just pick on a low WP model to chain out tons and tons of little minions, but critically they only get the generic summoning upgrade rather than the Vengeance one, so they don’t slowly peck away at her life once they’re on the board. This encourages you to call out a bunch of little cheap dudes, particularly since she has a tactical action called Swirling Spirits that lets her push any number of Urami models inside her bubble up to 5”, ignoring intervening models or terrain. That could, potentially, result in a lot of new little guys if the enemy clumps up on her. Gaki and Seishin are the only models that currently can be summoned by this but, you know, I got a funny feeling those other little dudes that come with Kirai in the ToS starter box are gonna fall under that line too. We’ll see what the right choice is after we get their stats, but that should at least give her some options. These summons come in Slow unless they’re Mindless, but otherwise suffer no penalties and are at full health. Moreover, her Sundering attack action, a 12” cast with no gun symbol and stat 6, deals +1 additional damage per minion engaging the target. For an enemy model on a 50mm base, that could be a significant boost. She has a second attack which is a free action to give out Adversary (Urami) which also targets WP (more – flips) and can then let her summon Ikiryo with a mask trigger and an additional cast. Finally, if that’s not enough, she can heal a Urami within 8” for 2 and make them emit a 3” concealing aura until the end of the turn for a little icing on the cake.</p><p>You may be saying to yourself “Hey self, that sure makes it sound like new Kirai can summon things just fine and may actually end up summoning more stuff than the original version.” And you might be right, to be honest. I haven’t seen it on the table. The thing is, though, new Kirai relies on an interaction with the opponent to summon, which is at least a yellow flag for me. While there’s no range on “Join Us”, I think opponents will most likely cheat their whole hand away to stop you from summoning outside of the 8” bubble of bad as long as they’re able. Personally, I don’t trust actions that rely on my opponent to make a particular choice, as my philosophy is to assume that they will always choose to make the choice that is worst for me. Within 8” you can apply Adversary to take the choice away by imposing a – flip, but now you’re asking the crew to do 2 things to make the summon work. I don’t know that I think it’s bad, and it is very interesting design to be sure. It just sounds like you’re working kind of hard to set up an ability that, if it does succeed, just gives you some “ok” 4 stone dudes (although again, this could change if the two new guys turn out to be broken.) What is cool about it, though, is that it enables a very different summoning style for Kirai. The original version wanted to get the most value from every model she summoned, so you wanted to get the biggest, nastiest Goryo or Shikome you could since, once it was on the board, it was going to start literally draining the life out of her. You wouldn’t even look at summoning a Gaki, as the cost was just too high. New Kirai, on the other hand, will likely hire those heavy hitters in her starting crew and summon the little dudes whenever possible to give her activation control and boost up her own abilities. For what she brings to the meta-game of Malifaux, I like Envoy Kirai a lot. On the table top I’m worried your opponent is going to sit at range and peck her to death (although building for that creates interesting tension, since if they bring original Kirai she’ll have Vengeance and can penalize your snipers). I don’t think her summons are going to be as reliable, and that makes me lean in original Kirai’s direction more than the new one at first blush, but I’m prepared to be wrong. At the very least, I applaud the design team for Envoy Kirai being a very interesting take on the character.</p><p><br /></p><p style="text-align: center;">***</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjqJhEBf2yGviE5Ec0qEaWEj2kxHPUIyeAJEHJsQaJpbcZnMHWnSbZzTMFUBK0vBK_OJiVwcSliQ0EdcpOO8UGa00pTyuMOA59KDUrHcIXACsUpzGAvpc1MY0hAbqrIJWuVcBtzZAAaXGg/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1000" data-original-width="1000" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjqJhEBf2yGviE5Ec0qEaWEj2kxHPUIyeAJEHJsQaJpbcZnMHWnSbZzTMFUBK0vBK_OJiVwcSliQ0EdcpOO8UGa00pTyuMOA59KDUrHcIXACsUpzGAvpc1MY0hAbqrIJWuVcBtzZAAaXGg/" width="240" /></a></div><br /><p>Asami is, herself, inspired by the Futakuchi-onna or two-mouthed woman, a yokai or monster from Japanese folk myths about the punishment of miserly husbands who don’t feed their wives enough. That part doesn’t exactly play a ton into her backstory, but it does sort of speak to the way her keyword, Oni, are somewhat self-devouring and self-destructive. All Oni have From Beyond, a keyword that lets them give themselves flicker tokens to gain + to their flips with the understanding that, at the end of the turn, they would be sacrificed if they have 3 or more of these tokens. In this way they also embody a Japanese aesthetic called “mono-no-aware” or an acceptance of impermanence and appreciation for the beauty of temporary and imperfect things. Or, to translate it into modern terms, everything you feel when you say “Burn bright, king” to your middle-aged father when he blazes off on the crotch-rocket he just bought as part of his midlife crisis. </p><p>Asami Tanaka originally was built to summon Oni who are, by design, very temporary. Df 6 is pretty good, and Arcane Reservoir on your summoner is always a good thing. She can do 2 damage to herself whenever an Oni ends their turn within 10 of her to remove a Flicker token from them, trading her own life for theirs effectively. If she’s close enough to support her crew’s charge, she can let them place rather than push during that charge, increasing the flexibility and unpredictability of the action significantly. Her summon follows the same math as Kirai, but the transience of her models comes not from leeching her life but because the upgrade she attaches to her summoned minions places 2 flicker tokens on them right away and makes them gain another one at the start of their activation. They can offset some of this by removing corpse or scrap tokens from the board to take some of the flicker tokens off when they summon, but the bottom line is that, even if you don’t take advantage of From Beyond for + flips, these models are on a clock from the minute they come on the board. She can use A Mother’s Love to remove another flicker token and give them Focus, which is good. She also has Reaching Tendrils to shove her own models (or the enemy crew’s models) to make sure that her summons get the most done in their brief span that they can. She also has a decent melee attack (Stat 6 2/4/6 damage) with a couple of good triggers to let her do some damage in close. As such, you generally want her a little bit closer to the action than Kirai, and it encourages you again to treat her summons as temporary. In a way, it can be more like a spell-effect she creates that goes out, does something, and then ends, rather than actually adding a model. </p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpK0FRhsfDOgpnNBKCYKHReV2kDi0MfB-blakl4ARsDIuDZIYKSoyruERg1jAW5430oiuKOPUwD-jBGQEQ-P-4iW6I0EYs389fsdQ3Ch9PgZ-dWQbDszYMMnkQ643LwnTgRb5D4iDK_p_B/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1002" data-original-width="1200" height="335" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpK0FRhsfDOgpnNBKCYKHReV2kDi0MfB-blakl4ARsDIuDZIYKSoyruERg1jAW5430oiuKOPUwD-jBGQEQ-P-4iW6I0EYs389fsdQ3Ch9PgZ-dWQbDszYMMnkQ643LwnTgRb5D4iDK_p_B/w400-h335/image.png" width="400" /></a></div><br /><p>New Asami (Takusen is the keyword) is, once again, very different. This one doesn’t summon at all (I promise.) Instead, she focuses on letting her crew take advantage of From Beyond while also pulling the Flicker tokens off more efficiently to let them stick around when they do so. First off, her defensive stat is slightly lower, but her willpower has climbed 2 points, leading to an overall increase in her defensive total to 12 (first of the new Title masters where we’ve seen that.) Arcane Reservoir is gone (boo) but replaced with Arcane Shield +2 which, again, increases her defensive abilities. She’s gonna need this, because she wants to stay with the Oni while they move up to do their dirty work. Her Flickering Lantern ability allows Oni who end a move within 8” of her remove one of their Flicker tokens and gain Shielded +1. Meaning 1) you want your Oni to have at least some flicker tokens on them to gain this defensive tech and 2) you can control things to make sure your Oni never flicker out at the end of the turn unless you want them to. The trade off, though, is that you may end up having to stay somewhat clustered with Asami to take full advantage of this. To offset some of this limitation, she also has Dimensional Rifts to allow Oni who end a move within 1” of her or a Rift Marker to jump to within 1” of a different Rift Marker that is within 8” of where they started (one wonders if Asami’s been reading some literature from the Cult of the Burning Man). Where do these Rift Markers come from? Well, Asami makes them with a range 8 attack action called Into the Beyond that acts like a relatively standard 2 damage shockwave attack, but leaves the Rift behind after its done. Rifts are also hazardous to the enemy crew, so Asami’s going to be able to do a bit of battlefield control both through enhancing her crew’s mobility and penalizing the opponent’s. She can also create them as a trigger from her melee attack, which no longer has an execute trigger. As if Takusen didn’t have enough going on the front of her card, she also has a new version of Molly’s Lethe's Caress ability that, rather than doing damage, gives a model Injured +1 if it declares the same action more than once per activation. That honestly may be worse than Lethe’s, or at the very least more debilitating. Of course, there are ways to play around it, but it’s a pain and it limits your options. She can hand out more Staggered or Injured with a ranged attack action that has an odd sort of movement trick/defensive tech with a built-in trigger, Possession, that lets you bury an Oni that was within 8” of the target. They unbury at the start of the buried Oni’s next activation, so you’ve got some good control to let you hop a model around with this. Then, for a little extra spice, she’s got a Free Tactical Action to give an Oni Reactivate, at the cost of them taking 3 Flicker tokens. Normally this is a death sentence but, again, all they have to do is end a move around her to pull one off and get Shielded. </p><p>So, obviously new Asami is a short to mid-range battlefield control master par excellence rather than a summoner. Malifaux players may not have as clear an idea of how silly some of this can get, but if you’ve played against the Cult of the Burning Man in ToS, you have alarm bells ringing in your head. This movement isn’t quite that silly, of course, but an 8” hop as a bonus to another move means you can significantly relocate the Oni who, once they get into combat, can rip a target up (and thank the gods Yasunori stopped being an Oni after he came to M3E). In the meantime, your options to hit her back are hindered by the Rifts, Chains of the Earth, and the fact that she and her crew are probably going to be Shielded. That said, Oni are (by design) not the toughest models in the world, and once they’re gone she can’t bring them back. She isn’t that impressive on her own offensively, so she’s probably in trouble if her crew is dead or if she gets separated from them. </p><p>Even more than with Kirai, these two versions of Asami are very different and will look very different in play. I really don’t know enough about either to say definitely which I like better. The new version may be a bit more new player friendly, both in terms of not having to buy all of the potential summons and not having to do as much mental gymnastics with Flicker, though the positioning shenanigans can be a mind-bender also. In terms of sheer power level, well, there’s a reason they’re veering away from summoning, and that’s because it’s usually really, really good. I wouldn’t be surprised at all if Asami Classic remains the preferred option for tournaments as a result of this. Still, I’m curious to see the more control-oriented version in action, hopefully on my side of the table rather than stomping my face in. </p><div><br /></div>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-4406741705215296352021-07-04T17:23:00.003-04:002021-07-04T19:53:03.466-04:00 Cause baby you’re a firework<p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9craTOBxl2ZOY7OqPt3wdYgCdVPlcUGho9R0_-gb8yR13-09YK7txiSa37Oo2GmU9_qK9P1ZYXQeUIFNOW8FWwG7W4yqGsULpFkctiTON1Th7ePoHElC4ZP3_Ro6VTAFPFjgd4Wttn6Nz/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="600" data-original-width="800" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9craTOBxl2ZOY7OqPt3wdYgCdVPlcUGho9R0_-gb8yR13-09YK7txiSa37Oo2GmU9_qK9P1ZYXQeUIFNOW8FWwG7W4yqGsULpFkctiTON1Th7ePoHElC4ZP3_Ro6VTAFPFjgd4Wttn6Nz/w640-h480/image.png" width="640" /></a></div><br /><br /><p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSumQWYvv8yNJV5XR7XneZidjuPhqWFheO9699PORWEVwx0h54EJ5RrhXTsTYouFeMruZOr5kE3SrcCx-UR99V4iZtMc99wreLLn5UOUrLg_eoOTDm3zLkeW9Ad4y8hN4JyihtmzOXl4hY/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1125" data-original-width="2000" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSumQWYvv8yNJV5XR7XneZidjuPhqWFheO9699PORWEVwx0h54EJ5RrhXTsTYouFeMruZOr5kE3SrcCx-UR99V4iZtMc99wreLLn5UOUrLg_eoOTDm3zLkeW9Ad4y8hN4JyihtmzOXl4hY/w400-h225/image.png" width="400" /></a></div>That’s a topical reference, right? The kids listen to Katy Perry, right? What? That song came out 11 years ago? Cool, cool,...as cool as playing as Sonnia Criid. Yeah! Saved it! <p></p><p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJwxn22NYPtc7gIMuZdbRU7kFzXKBntQr22-ogPWSgl7TeAm-eAOBZN8fMbsu1rySOeOSLqOIw8avvo3LO4UvTihfxqkCGgTk0yjt1caKqijphMm8xWLG3zGEkgY_5P3yhAsKUO5bUB5Bm/" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="341" data-original-width="265" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJwxn22NYPtc7gIMuZdbRU7kFzXKBntQr22-ogPWSgl7TeAm-eAOBZN8fMbsu1rySOeOSLqOIw8avvo3LO4UvTihfxqkCGgTk0yjt1caKqijphMm8xWLG3zGEkgY_5P3yhAsKUO5bUB5Bm/w312-h400/image.png" width="312" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Sure, Adam. Keep telling yourself that.</td></tr></tbody></table><br /><p>So, if you’re a Malifaux player who follows the news, you know that the next rulebook will introduce the title system, a thing that was introduced as a way to iterate on the Masters without using upgrades ala 2nd edition. To touch on it briefly, when you reach the phase of game set up where you declare masters, you announce that you’re playing “Sonnia.” You reveal which version of Sonnia when you reveal the rest of the crew. So, there’s potentially a bit of a mini-game being added now, and it will be interesting to see what new complexity it adds to the early game. Really, it’s a question of whether Wyrd can thread the needle and create two competitive, competent leaders for each keyword, particularly without remaking the other models. Sounds pretty tough to me, but we’ll go one-by-one through the spoilers we receive before the book is released. And it’s summer, and she was released first, so let’s start with Sonnia (Miss Criid if you’re nasty.)</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1VgmraB3R77fBPElnB1ylBpB0_UFTr5B-29NsOXpeCDm8fK-UZiGH1BFZKJYxNBGBS6_82QSFbvKS4zbxf4j3h4tOA4sNIbFLPKo3tYFKOJAYZdLdG6XxNFv1YUoxDuJj3clJvR73SAPf/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1425" data-original-width="825" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1VgmraB3R77fBPElnB1ylBpB0_UFTr5B-29NsOXpeCDm8fK-UZiGH1BFZKJYxNBGBS6_82QSFbvKS4zbxf4j3h4tOA4sNIbFLPKo3tYFKOJAYZdLdG6XxNFv1YUoxDuJj3clJvR73SAPf/" width="139" /></a></div><br /><br /><p></p><p><span style="white-space: pre;"> </span>Old Sonnia has a pretty extreme df/wp split, with a 4/7. This suggests pretty strongly that she wants to stay back away from the fray (which isn’t tough, because a Mv of 4 means she’s probably better off getting transported by other models rather than spending her own AP walking.) She does have some unorthodox defensive tech between Arcane Shield +2 and Counterspell, as well as a DF/WP trigger to put burning on someone who attacks her and Smothering Flames which reduces the range of any enemy model’s non-melee action by 1” per point of Burning they have running on them. She has a meh melee attack that heals her and a built-in trigger to give them burning. Her 14” Flameburst attack is a nasty ranged shot that does 2(B)/3(B)/5(BB) and adds burning to anyone who takes damage from it. Her Scorch the Soul can do a McMourning-type “Take the total damage of your nasty condition all at once” attack that caps at 5 damage and reduces burning by up to 5 on the target and, if it kills the enemy, lets her summon a Witchling model. She has a pair of bonus tactical actions, one that puts a 3” hazardous aura around her and 1 which heals and gives focus to a friendly witchling. </p><p></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgahHTzlggS7fDkQaUmt_cPPms_93teZcJGhsrSzDlvjKeX4Jh794J4qwjbG6-p2-NxjopZ_I79KyIN6kji31jNpANSjGEc_RQjCiOju5-okRFNSssIK4Cin5ULYL76McBuT56p5xEvsoq/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="418" data-original-width="500" height="334" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgahHTzlggS7fDkQaUmt_cPPms_93teZcJGhsrSzDlvjKeX4Jh794J4qwjbG6-p2-NxjopZ_I79KyIN6kji31jNpANSjGEc_RQjCiOju5-okRFNSssIK4Cin5ULYL76McBuT56p5xEvsoq/w400-h334/image.png" width="400" /></a></div><br /><br /></div><br /><br /></div><br /><br /><p></p><p><span style="white-space: pre;"> </span>New Sonnia (aka Sonnia Criid Unmasked) has apparently gotten a bit tougher physically (at the expense of her mental health) during her time possessed by Cherufe, as she’s now a 5/6 Df/Wp split. She’s also picked up a point of speed, though 5 is nothing to write home about either. She still has Arcane Shield +2 but lost Counterspell. In its place, she took a page out of Reva’s book and can reduce burning on friendly models within 8 of her to get a + on duels. The rest of the card has some unusual toolbox type abilities which make pyre markers count as Severe, lets the crew gain a soulstone when models that have Burning+2 die, and lets Witch Hunters who get pushed outside of their turn get a free melee attack (I imagine primarily through their Drawn to Pain trigger). Flameburst is still the same base attack, but it swaps the triggers for one that you’ll probably use every time (it’s built in) to replace the blast markers with Pyre markers. She has an 8” utility attack action called “Burn Them Out” that is stat 6 vs. Mv to give the target Burning +2 and pushes the target 4”. Her tactical action, Confiscated Lore, can only be done once per activation but lets her look at the top 5 cards of the opponent’s fate deck, discard any of them you want, and put the rest back in any order. There are a couple of triggers on this, one that lets her move 3” and a different one, Surge. She also has a Tactical Action to create a pyre maker and a built-in trigger to make any model within pulse 2 of the tactical action suffer 1 damage, which is an interesting way to get some unresisted damage spread on the board. </p><p><br /></p><p><span style="white-space: pre;"> </span>So, Old Sonnia feels to me like a standard ranged blaster. She’s all about force projection, shooting her own attacks around to blast enemy models as well as boost her companions. Her “summon” is really not reliable and is a bit of a win-more, but it’s there to potentially amplify the momentum of her destruction. She’s “traditional”. She’s very much an early m3e, non-complicated, new player friendly master. New Sonnia looks similar on paper, but I think the key to understanding this new version is the Lasting Flames trigger on Flameburst. Basically, every time she hits somebody with her 14” ranged attack she’s going to drop a Pyre marker onto the board Also, she can drop another one within 12” of her as a bonus action. She can put out a lot of these Pyre markers, is what I’m saying. Like, up to 7 of them per turn. More likely 2-3 of them, but still, over the course of the game that’s going to be an eff-load of potential pyre markers on the board, particularly since she can set herself up with Confiscated Lore to increase the odds that her attacks are successful. Also, Pyre markers don’t go away. Ever. They just stay on the board for the rest of the game. However, she’s lost a lot of her defensive abilities and can’t do as much to amplify the crew (though Burn Them Out has some nice utility.) Her best defense is to have her party on fire around her and steal their Burning. The couple of games I’ve played with Reva tell me that it’s very effective for incidental attacks or opposing individual beaters, but struggles against concentrated fire. </p><p><br /></p><p>Thus, Unmasked Sonnia feels like more of a control master that can wall off sections of the board with fire but will be less effective at pivoting to direct crew-on-crew combat when necessary. Old Sonnia (we need to give the old ones titles too, I just realized) is for more direct combat/crew support. Thus, it’s possible that you could choose to switch between the two versions based on whether you’re in a straight up Reckoning style game or the Unmasked version for Symbols of Authority (ie more mobility/interacting type games). </p><p><br /></p><p>The question is, would you? I’m not sure. I think old Sonnia is maybe a good teaching master for newer players, but I have a hard time imagining more experienced players not reaching for Sonnia Unmasked. I think it’s an interesting model to be sure, and Reva is literally built on taking advantage of this flame stealing motif. Plus, Sonnia can directly drop her own pyre markers wherever she wants and put burning on her allies with Burn Them Out, rather than Reva’s mechanic of needing her corpse candles to die in specific places. This makes her ability to place pyres and burn her crew more reliable/agile, which I think is one of the things that holds Reva back. </p><p><br /></p><p>I’m far more interested in the new Sonnia than the old one, is my final verdict. I can see where the designers were going with the split between the two, but Unmasked’s board control just feels more powerful and interesting. </p><p><br /></p><p style="text-align: center;">***</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIR4rxt6_zfCkJkPcJNzOd-FP-zWqur-uobZaP0fNQxPjGYGBdCXmtAkf-XZE2H08fcrjRw_wcMiPGhkToUNb_E6WHY8iZhS_bjPd4RAipF9sjfZkBVQVc_zVnRMeELRCNrcL2pCcp-Npm/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="348" data-original-width="500" height="279" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIR4rxt6_zfCkJkPcJNzOd-FP-zWqur-uobZaP0fNQxPjGYGBdCXmtAkf-XZE2H08fcrjRw_wcMiPGhkToUNb_E6WHY8iZhS_bjPd4RAipF9sjfZkBVQVc_zVnRMeELRCNrcL2pCcp-Npm/w400-h279/image.png" width="400" /></a></div><br /><br /><p></p><p><span style="white-space: pre;"> </span>Oh, wait, there’s another version of Sonnia. The Other Side exists, after all, though many gamers seem to think otherwise. Sonnia is a commander from the Guild faction (technically the only one for the time being.) Interestingly, she only has 18 scrip to use to hire her force, which means you’re going to be bringing fewer troops than your opponent. As such, she needs to be able to make up for this with her own impact on the game. Her stats are pretty standard, though a 5 speed is pretty slow (which tracks, given all the versions of her from Malifaux aren’t exactly quick either.) The morale action Well-Read gives you a card draw, which the earth side factions don’t have an amazing amount of, which can be useful. It also lets you offset half of the cost to get her into Glory, so you may as well go straight to it. Which means, frankly, the front of Sonnia’s card doesn’t matter, so let’s just ignore that. First point, Draw on Ancient Runes makes her flip two cards instead of one for any duel she’s in. That’s pretty rad. Her Pyrokinesis lets her use the Penetration flip from her attack for her area flip, which means it’s far more likely she’ll be able to dish out AoE damage. Not everyone plays The Other Side, so I’ll walk through how it works. Normally, if an attack is successful that has the Area description, you flip a card and, if the card’s value is higher than the armor of the units within 3 of her, they take 1 point of damage. For Sonnia, she flips two cards for penetration (her flameburst has the Piercing characteristic, so it means you flip two cards instead of one and choose the better) and, critically, lets you add the 2 points of Strength to the card rather than relying on just the value of the card. The Flameburst attack has a very good 7 Acting Value but a not so great Str 2. This is offset by the Piercing ability, but may make it hard to actually get the main attack to land. The margin of success ability Inferno lets the area damage force all the squads within 3 of the initial target to take 2 instead of 1. Potentially you can do a lot of damage with this, though I would guess most crews will fan out when opposing her. It also requires you to spend margin on that rather than on increasing the Str of the attack versus the primary target. I’m not sure what to think about it, in other words. Additionally, she gains the Morale action Pillar of Flame. It costs a Tactics token which is kind of steep, but lets her place a 120mm Flamestrike Marker anywhere within range. Enemy Fireteams within (2) of the marker (so, that’s a pretty huge area) suffer a strength 2 hit that can’t be cheated. Additionally, if you have a 13 you don’t remove the marker when you’re resolving it, which creates some permanent hazardous terrain to add a bit of board control. </p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both;">I think she’s going to be more effective on low armor forces like the Hordes or Cult, particularly the former since there are going to be more fireteams clumped together to blow up. I’ll have to see her in play to see if she can offset 7 scrip worth of troops, but in the right situations she could potentially do a lot of damage to the enemy. You won’t want to leave her exposed, as her defenses are very mediocre, and anything that can flip you out of Glory will be a drain on your resources. Speaking as a King’s Empire player, the bars to clear are Margaret Belle and Kassa Okoye (sorry Chuck). Margaret will never be replaced because she’s amazing even after getting nerfed, but Kassa needs to have the Titan in play to be effective and becomes significantly less so if its ever destroyed. If you’re going to make the swap, that’ll be where it happens. I’m curious to see the rest of the Guild stuff to know whether it’s worth bringing her. If I trusted Hordes forces to be…well…a horde then that would be a strong choice, but too many of the GH armies I’ve run up against have done the kaiju thing and brought multiple titans, which she will not be as good against. Ironically, she might be better against the Cult, particularly if you can park a Flamestrike Marker to interfere with their ability to summon out of one of their portals. So, you know, she might be good at burning the Cult of the Burning Man? Why not. I don’t know, I haven’t tried her on the table. But that’s what I’ve got for you today. </div><div class="separator" style="clear: both;"><br /></div></div><br /><p></p><div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCOleH31AOGQQvc-cCchFUBlU4mD7qpbDkbkIvsEjUpQ7glSzMARlb2tyZ8quXhtXugqB-1WBda65uAhf16JUPwW7dvxgtEb-ke0y3DDGodzoa7mZIfKD_P67tTezQnwLLisSAnHye_Vht/" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="741" data-original-width="1440" height="330" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCOleH31AOGQQvc-cCchFUBlU4mD7qpbDkbkIvsEjUpQ7glSzMARlb2tyZ8quXhtXugqB-1WBda65uAhf16JUPwW7dvxgtEb-ke0y3DDGodzoa7mZIfKD_P67tTezQnwLLisSAnHye_Vht/w640-h330/image.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">In the meantime, Sonnia's apparently already taking the fight to the Gibbering Hordes...</td></tr></tbody></table><br /><br /></div><br /><p></p>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-21075344018220205562021-06-20T21:34:00.002-04:002021-06-20T21:39:59.561-04:00In which a Resurrection occurs<p> </p><div class="separator" style="clear: both; text-align: center;"><i>A sad looking wooden cross rests in a cemetery on the outskirts of Malifaux City. It is weathered and pitted, having clearly been exposed to some harsh elements. It is humble, though the few points where white paint still shows would indicate that, at some point, it made someone quite proud. The grass is tramped down around it by many footsteps, though it is obvious that the crowd is long gone. Emblazoned across this sad old cross is a name: Malifaux Musings. </i></div><p></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both;"><i><br /></i></div><div class="separator" style="clear: both;"><i>Suddenly, a hand bursts forth from the soil in front of the cross. It feels around for a moment before it pulls frantically at the grass, ripping and tearing. Finally it grabs a root and gains some leverage and a head begins to emerge from the dirt, followed by broad shoulders. A man, covered in dirt, skin gray with age and decay, emerges from the ground. The man stumbles to his feet with a groan. He stretches his back and a loud crack echoes through the space, followed by another satisfied groan. He starts to stagger from the grave, but he stops, a look of puzzlement evident on his face. He reaches up to his bald dome, patting at it as if he’s looking for something. He turns back to the grave and drops to one knee, feeling around for a moment. Eventually he comes back out with a gray newsboy cap. He settles it on his head, adjusting it so it tilts jauntily forward. A card stuck into the side reads “Blogger.” He stands up, nodding in satisfaction. He pulls a pad and pen out of his pocket as he wanders into the city. </i></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">***</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">We’re back. Again. I think we’ve come back several times over the course of this super awesome year-and-a-half period. Obviously live events went away as we all went into lockdown. I signed into a vassal league at one point and got my butt kicked up and down. I bought the models to start playing as Dashel but, well, something about large chunks of the country burning down while the police and protestors clashed in the streets kind of took the fun out of the idea of playing the Guild's fascist cops. So, yeah, there wasn’t much Malifaux going on around Musings headquarters. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">However, I did take the opportunity to acquire some more models. I have most of the Guild and Resurrectionists faction now, prepainted. I normally don’t love using other people’s painted models, but my objective in getting them was to make sure I had crews to loan out to people if/when I start trying to build a local community in Cedar Rapids. When things finally started to open up, I was pleased to see that Doug Broman was planning on running the tournament that had been cancelled when all the lockdowns started a year ago, Faux Moines and the secret of Mackelmourning’s Thrift Shop. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpcf-EiXq5WzggqHGbCrCrKMYK9bQw0_Icfol3GnWyGrimUhECKOSgAxgTiR8ybbMydFlu4SJ7niU_8Or9LehyphenhyphenSeYKls_3doPUK-0AX52kqN9T22e-GlAe8oPjm_qdzltC2xi_wfTsXvV4/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="360" data-original-width="640" height="216" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpcf-EiXq5WzggqHGbCrCrKMYK9bQw0_Icfol3GnWyGrimUhECKOSgAxgTiR8ybbMydFlu4SJ7niU_8Or9LehyphenhyphenSeYKls_3doPUK-0AX52kqN9T22e-GlAe8oPjm_qdzltC2xi_wfTsXvV4/w384-h216/182666289_10100886804743573_5644636943460800095_n.jpeg" width="384" /></a></div><br /><br /></div><div class="separator" style="clear: both;">Yes, that’s what it was called. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Since my Malifaux gaming career and potentially the blog were returning from the dead, I thought bringing Resurrectionists to the tournament was the right move. I like Reva quite a bit both thematically and (in theory) on the table, so I wanted to give her a try. Also, Von Schtook is a badass murdering scientist, and I dig that, so I brought those two crews. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">I could go through the round by round break down, but the bottom line is…uh, well, your boy kinda stunk it up. I got the wooden spoon, lost every round, didn’t play very well at all. In one game I let Von Schill attack Reva three times and kill her despite the fact that <i>I had moved a Shield Bearer next to her to take the hits for her. </i>And it was a lot of fun, not just to be playing a game I enjoy but to be doing it in person with people again. Vassal is really good, and we should all be really happy to have such a great tool. It's also dog crap compared to playing in person. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">I also realized some things. For one, Von Schtook’s nerf didn’t actually reign him in all that much. If you were hoping that now this master was going to be coming down form his place at the top of the faction, I’ve got bad news for you. Like many of the “nerfs,” I think that what it primarily did was take away an abusive/NPE playstyle while leaving the core of the model's theme and power in place. This is absolutely the right approach for Wyrd to take, but when I was midway through the 2nd round game with Albus and reflecting on how I basically just activated a model, pointed it where I needed it to go, and things died, I knew that there was still tons of power there for someone who had a better idea of what they were doing. The undergrads are still pretty good, even, since they can use their lead the way ability to add some movement tricks and can still get a free attack when they’re summoned. They just don’t have the abusive by your side ability, which is fine. Necropunks can probably still work just as well in Albus’ crew with all the card draw he has access to. They aren’t useful out of keyword most likely (or even probably in Levi) but they’re still just fine for Von Schtook. Albus lost some ability to make the Valedictorian into a bomb, but you bring Sloth to give her fast (and gain all the other stuff Sloth can do) and you’re still just fine. So yeah, expect to still see plenty of Transmortis going forward.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Related to the above, Anna Lovelace is the best model in the Resurrectionist faction, and I don’t even really think it’s that close. She has a solid ranged attack that ignores friendly fire. Her melee attack is vicious and heals her. She has hostile work environment and prevents you from placing models near her. She has armor. She’s tough. And she can turn corpse markers into scheme markers. I have a hard time thinking of a rezzer crew she wouldn’t improve. And the fact that she’s a stone cheaper for Transmortis just makes them even better.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">And for Reva, I saw a lot of potential. I really did. The crew is very unique in the way it uses pyre markers to set themselves on fire as a resource. Reva herself is very survivable and can dish out a lot of pain. I didn’t try Draugr, but I know they’re very strong. I should like this crew more than I ended up enjoying them. But here’s the thing: it takes way more work to accomplish with them what other crews can do. I know I would get better with more reps, but it feels like I’m starting slightly behind where I would be with a more straightforward power house like Transmortis. Maybe they’re as good. Maybe they’re better. But the learning curve is a lot steeper. More testing is needed before I can be sure, but for now I'm a little disheartened with the Reva train, which sucks. I like the idea of her whole "Hey, not all undead are evil, and it's kind of shitty that you guys keep killing them" thing. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">That said, I don’t know if I’m playing Resurrectionists going forward. It was mainly for the meme and to try out some new stuff that I brought them out. I did enjoy the limited games I got in, but if I’m going to stay in Malifaux I need to be honest with myself. I don’t play enough to be excellent at this game. I’m not going to win the masters of malifaux tournament. I don’t get in the reps to expect that. What I can do, however, is try to experience as much of what Malifaux has to offer as I can, and let my curiosity about the game and the crews in it run wild. And when I learn new stuff, I can come on here and share it with all of you. So, that’s what I’m gonna do. Next time I play, it’ll probably be Basse, because I’ve always wanted to (and because I feel some sense of ownership for Sandworms being in Malifaux.) Will it be Guild? Will it be Explorers? Honestly, the fact that Mccabe is there with him makes the latter feel more likely right now, but who knows? We’ll see. But the main thing is, Malifaux is back for me at least, and I’m hoping Malifaux Musings will be back as well. </div><div><br /></div></div>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com1tag:blogger.com,1999:blog-2674872936465684372.post-67147038931065532432020-08-22T19:03:00.001-04:002020-08-22T19:03:39.675-04:00That Fauxin' Feeling<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQ8UVLTRdTnXyu83UU_tLOQ8OgguVTuCEglbkLJnTxj2n777xv0yzXC4pgOYT_ccoZ3UkNMmo8AVphG9PsDWwu4I3ermTHXgnIEPfiJMBicvYrk4jK2jNV4UIFb1ZLKf_lJZd38SrCKutd/s310/06212010_topgun.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="229" data-original-width="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQ8UVLTRdTnXyu83UU_tLOQ8OgguVTuCEglbkLJnTxj2n777xv0yzXC4pgOYT_ccoZ3UkNMmo8AVphG9PsDWwu4I3ermTHXgnIEPfiJMBicvYrk4jK2jNV4UIFb1ZLKf_lJZd38SrCKutd/s0/06212010_topgun.jpg" /></a></div> <p></p><p><span style="font-family: Calibri, sans-serif; font-size: 12pt;"><br /></span></p><p><span style="font-family: Calibri, sans-serif; font-size: 12pt;">Confession time: I spent a long time getting Malifaux Musings to become a top source for Malifaux news in M2E. I was hustling. I listened to every Malifaux podcast that was out there, good or bad. I made friends with members of Wyrd’s staff. I playtested many of the books for their games. I even wrote a couple of Through the Breach adventures for Wyrd Chronicles back in the day. I was Mister Malifaux. I won’t pretend like much of it wasn’t selfish interests. I tried to get a Patreon going (apparently blogs don’t draw in much in the way of patrons) and enjoyed the small amount of additional income I could bring in from writing from time to time as a freelancer. I had a fantasy that maybe I could even someday make a living from it. There's a job application from me in their files somewhere, believe it or not. It wasn’t something I necessarily was building around, but it was fun to imagine working for them. </span></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in;"><o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in;"> Then the M3E thing happened. It was a good thing for the game, but not a good time for being a Malifaux blogger. I was really getting into TOS, and the M3E leak pretty much was like Malifaux running up behind the new game and shoving it face down in the mud. It has never really seemed to recover. Plus it meant that M2E Malifaux was effectively dead and buried from the minute the leak occurred, which meant a year of NDA playtesting and no new Malifaux stuff to write about anymore. There was a lot of turnover on the Wyrd staff, and a lot of the folks I knew left. Not that I don’t like Matt and Kyle, the current designers (there's another guy, but I don't remember his name). They’ve been nothing but friendly to me, and Kyle was my editor during my brief time freelancing for Wyrd. I just miss Mason and Aaron, and I guess I’m set in my ways. Old Man Rogers is what my wife calls me, and I guess in a lot of ways I live up to the moniker. Speaking of my wife, my life was going through a lot of changes at that time too, as I was moving from the academic world to the bio-tech industry. This was a good thing (no more sweating about how we’re going to buy groceries for my family on a weekly basis is tough to argue with) but made it harder to stay in the Malifaux Musings game. Also, the Malifaux playing group in the area I moved to were, well, let’s say “very competitive”. This was not a group to experiment with something wacky against, as they would wipe the floor with you. <o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in;"><br /></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in;"> I was playing the Ten Thunders, you see, and was doing so in a point in time when they clearly needed to be tuned down, but it hadn’t happened yet. When I declared Ten Thunders in one tournament game, my opponent looked at me with a disgusted expression and said "Must be nice." I liked Shenlong, McCabe, and Yan Lo, and I liked all the cool versatile stuff in 10T. All of those things, of course, would eventually be vilified (rightly so) and so I felt like crap when I played them, and the people I was playing against made sure to let me know about it regularly as well (usually while playing Soulstone Miners and various other “balanced” things, it should be noted.)<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in;"><br /></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">So, yeah, I kinda fell out of love with Malifaux for the first time since I started back in 2010. I walked away. Didn’t paint models anymore. Didn’t write for the blog. Didn’t even play Malifaux or really any Wyrd games for a year. I needed a break. I needed time to get away from the negativity for a while. I needed time for the GG1 and the 2020 Errata to knock things down to a level playing field (or at least to what people are more likely to consider to be a level playing field.) Over time things started to get better. I’d catch a Third Floor Wars podcast that piqued my interest. I ran a vassal league for The Other Side, though it faded a bit towards the end. Was even planning on going to Adepticon and some local conventions to try and get back in the game.<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;"><br /></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">Which was obviously right when COVID-19 kicked in and fucked everything up.<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;"><br /></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">Now, this is turning into a sob story about me, so let me pull a 180 real quick. This is a game and a blog about it, not life-or-death stuff. I live outside Cedar Rapids, IA, so the derecho storm that just came through and flattened half of it helped to underscore what's really important in life. Also, this isn’t meant to be a “Grand Reopening” post either. Lord knows I’ve done enough of those over the years. It’s more to discuss the things that helped me find my way back. The first of which was when I quit taking the game so damned seriously. I have a real job now, so I don’t have to hustle to keep up with every change and little bit of news that comes along to try and grow the blog. No more sitting around and trying to force myself to come up with topics, or kicking myself when I’m late with a post. This is going to be a project I do for fun, when I feel like I have something to share.<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;"><br /></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">Also, I don’t play competitive Malifaux anymore. That's an official announcement. I’ll play in tournaments, because that’s a good way to get in multiple games, but I’m not going to go aiming for podiums or anything to the expense of enjoying the games I’m playing. The best competitive result I had in M3E was in a tournament in Des Moines where I came in second with an undefeated record. Going into the last round, I had to leave for a moment and do some deep breathing to calm myself down, because my heart was racing to a near panic-attack level as I wanted desperately not to screw up in the last round. This is not a formula for an enjoyable afternoon, and it reminded me of something. I once heard an anecdote of an amateur golfer out for a lesson with the country club pro. The amateur walked up to the tee, set his ball, lined up the shot, and promptly shanked his drive. The amateur was furious, cursing himself out for such a bad shot, when the pro put his hand on his shoulder and said “Calm down, man. You’re not good enough at this game to get this mad.” I don’t play enough to be a champion at Malifaux, and I don’t know that I really want to. This game takes a lot out of you. Everything you do is a decision that can end up cascading into a win or a loss, and you can go crazy trying to analyze everything to make <i>just</i> the right move. Not to mention the fact that I have 3 kids, a wife, and a job that takes up most of my personal bandwidth. I just don’t have the time to be the best at this game, and I needed to realize that and give myself permission to just play for fun again. So, that’s what I’m gonna do. If a crew seems fun or I like the theme, I’m going to try it. I’m not holding myself to one faction either like I did for the first year of M3E. If it looks cool, I want to try it. Time to let the inner Magpie fly. And if I play something that happens to be broken and you don’t like it, I will kindly nod and respect your opinion, while inwardly reminding myself that I don’t give a crap about your opinion or your bad attitude. Like T-Swift, I will chose to simply shake it off.<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;"><br /></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">So what <i>am </i>I gonna do? Well, one of my goals for 2020 was to have a whole painted faction, the Ten Thunders. I don’t honestly know if I’m gonna make it (took almost 6 months off of painting, after all) but I’m going to give it my best shot. It helped that the Gencon limited editions were all Thunders models that I needed (plus Miss Guided is a superior model to Fuhatsu IMO) so I’m starting from there. Plus, I think I’m going to maybe try to get games in with the models as I’m painting them so I can have a “Here’s the thing I painted, here’s my impression of how it plays on the table” type post. I think that’s got some cool synergies. Right now, I have:<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;"><br /></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">-Honeypot Crew-Most of the keyword built and painted. Needs Kitty, might paint the new Lynch and HD from the just released boxset.<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">-Last Blossom-Just the boxed set, and needs a lot of work to bring it up to the level of painting for the rest of my models<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">-Wastrel-Complete. Hurray!<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">-Yan Lo-Some of the Ancestors need touching up. Don’t own the Daimyo so need to find a cheap one of those to work on. Also, his minions that can pick up the reliquary upgrades and be used to resummon them without losing a model haven’t been released. I have a proxy, but that doesn’t count.<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">-Monks-Shenlong, Yu, Peasants done. Rest of the monks still need to get painted.<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">-Qi and Gong-Owned, partially assembled, unpainted.<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">-Foundry-Bought Gencon alt boxed set. Haven’t assembled.<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">-Oni-Boxed set and some Oni bought but not built. Haven’t been able to find Jorogumo anywhere.<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">-Versatiles-Yasunori, Emissary, Lone Swordsman, One Samurai built and painted. Fuhatsu, Tanuki, and Dawn Serpent built and primed.<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;"><o:p> </o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">So, as you can see, I have a lot of work to do. I’ll try to sprinkle in some non-Thunders content from time to time, but there will probably still be a lot of it. Sorry if that’s not what you’re looking for.<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;"><br /></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">As for playing games, my wife bought a 6x4 folding table (surprisingly hard to find. She had to have it shipped from the Czech Republic, believe it or not) so I can play games at home. I’m trying to introduce more players from my local area so I don’t have to drive 1+ hours for a game. We got in a demo game recently, and it was cool to push plastic models around again on a board (and I lost the demo game, so the mediocrity of my play remains consistent as well.) I’ll still probably be playing a lot of Vassal as well. That’s just the reality of the world we live in these days, after all. When the conventions come back I’ll still travel to play in them, but I wouldn’t count on getting on the US Faux Tour anytime soon.<o:p></o:p></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;"><br /></p><p class="MsoNormal" style="font-family: Calibri, sans-serif; font-size: 12pt; margin: 0in; text-indent: 0.5in;">So, this was rambly as all hell and very stream of consciousness. Thanks for sticking with it to the end (if you did. If you didn’t, I love you anyways.) I promise it’ll be more focused next time. Also, I’m working on cross-posting these with TFW, so that’ll hopefully help spread the word. Malifaux Musings is coming back, with its usual questionable advice and mediocre play results. I hope to edu-tane you.<o:p></o:p></p>AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com1tag:blogger.com,1999:blog-2674872936465684372.post-78299615803512883882020-01-11T18:42:00.000-05:002020-01-11T18:42:09.896-05:00The Franky Awards
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ6Bv0IqLsLUXKHM5qA0Qj2xqjxQ5rtkg9B4jZdVIvy4pslBtJocwrpAJg37EmdOLxR2qP1eBjcaz0APQfOVy18F0dHgJaxkISFHqMxVC_6ikZDtoq5nRbWbsbRfhR_-YUR_f3BNq7G_K3/s1600/Screenshot+2020-01-11+17.28.23.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ6Bv0IqLsLUXKHM5qA0Qj2xqjxQ5rtkg9B4jZdVIvy4pslBtJocwrpAJg37EmdOLxR2qP1eBjcaz0APQfOVy18F0dHgJaxkISFHqMxVC_6ikZDtoq5nRbWbsbRfhR_-YUR_f3BNq7G_K3/s400/Screenshot+2020-01-11+17.28.23.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Truly Malifaux's Most Prestigious Award</td></tr>
</tbody></table>
<br />
<div class="MsoNormal" style="text-align: left;">
<span style="font-size: 12pt;"> </span><span style="font-size: 12pt;">The Golden
Globes were last week, and Oscar season is right around the corner, so in
the spirit of the times I thought I’d bring back an old premise from an MM
article from a long time ago, the Malifaux awards show. When I did it before,
however, I had a bunch of general categories, tracked a bunch of stuff with the
competitive scene, yadda yadda. I’m not as tapped into everything at the
moment, and I think most people consider the competitive scene to still be
evolving, particularly given that a large number of the new models haven’t been
released yet. So, I thought I’d come at it from a different angle this time.</span></div>
<div class="MsoNormal">
<o:p></o:p></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>If you
played against a Guild crew in 2<sup>nd</sup> edition, you almost certainly
played against Francisco. As in, he was in every single Guild crew, regardless of
what they were trying to do. All of them. Playing against Nellie? She’s
bringing Francisco. Sonnia Criid? Francisco with a puritan hat. Hoffman?
Cyber-Francisco. Don’t get me wrong, there was a lot of that in 2E in
general. As described (frequently) on the Wyrd boards, most crews were an
all-star team with different leaders in charge, but Frank was the poster boy
for this sort of thing. <o:p></o:p></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>Obviously
there’s a lot less of that these days, from the keyword system and the out of
keyword (OOK) tax. But versatile models still exist, and some models are
proving to be good enough that crews are consistently hiring them even with the
tax. And so, in the spirit of models that have the potential to show up in many
of the games we play against particular masters, I’m pleased to present to you
the first (and likely last) Franky awards! <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<h3>
Nominee #1: Yasunori</h3>
<div class="MsoNormal">
<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyhPqyCQg4jeQJ-fC0KUx-DT6bs0lLNnUzkQ24k481jHXZjws0u36DoJO5i5ET18tOurT9T053h7FPJIk-Vo9sRaesGFcQGLxUXlEX3pL927x8Fj1mQ_ocs9jSxJfKKM3vT3iJCOjWNbX1/s1600/Screenshot+2020-01-11+17.31.34.png" imageanchor="1"><img border="0" height="221" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyhPqyCQg4jeQJ-fC0KUx-DT6bs0lLNnUzkQ24k481jHXZjws0u36DoJO5i5ET18tOurT9T053h7FPJIk-Vo9sRaesGFcQGLxUXlEX3pL927x8Fj1mQ_ocs9jSxJfKKM3vT3iJCOjWNbX1/s320/Screenshot+2020-01-11+17.31.34.png" width="320" /></a></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>Ok, as most
people will explain to you (laboriously, and at great length), the Ten Thunders
have no shortage of solid models. In fact, they’re probably the faction that
has the most non-themed crews going around in the current M3E environment. There
are no shortage of strong candidates in the 10T for this award. But I think the
model making the most frequent trips to the table for this faction is probably
Yasunori. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>He’s a big
point investment, which is going to be a common theme in these models, but you
get a lot for him and he doesn’t ask much of your crew in return. Outside of a
little bit of anti-synergy with Youko (since he relies on cards in the opponent’s
hand), he goes into just about any crew and will do what he does, which is deal
damage and be resistant to taking hits back. He’s mobile, adds plus flips to his
attacks, and so long as you watch for enemies that negate resistance triggers, can
be a real problem for the opponent to get rid of. Anything the master/crew does
simply serves as a bonus, be it Shenlong stacking focus on him, Chiaki
transferring a reliquary onto him, or Misaki ordering him to take a charge action
out of his turn. If you’re playing against 10T, you need to be ready for
Yasunori. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<h3>
Nominee #2: Archie</h3>
<div class="MsoNormal">
<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPIBKHJsQhHkzG0oPlwYWcQbVlzNUddWDBPOdUhgPK__pFV5de7YtZUmFDvNU0Cq911Ubk_arZZAt1FPOpx6ziT0X8fmoyHfkiIoEOqPx-AT0xFbJPu2pj_oradErOY0vpo5DHab46cVql/s1600/Screenshot+2020-01-11+17.32.35.png" imageanchor="1"><img border="0" height="314" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPIBKHJsQhHkzG0oPlwYWcQbVlzNUddWDBPOdUhgPK__pFV5de7YtZUmFDvNU0Cq911Ubk_arZZAt1FPOpx6ziT0X8fmoyHfkiIoEOqPx-AT0xFbJPu2pj_oradErOY0vpo5DHab46cVql/s320/Screenshot+2020-01-11+17.32.35.png" width="320" /></a></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>Not a lot of
explanation necessary here. From what I understand, most Resurrectionist
players consider Archie to be a 10 stone versatile model at this point. 3/4/6
damage track. Leap that’s almost automatic is invaluable for a huge beater,
particularly in a faction that (generally speaking, though with some huge
exceptions) aren’t as known for mobility. He heals every time he flurries from
his fading ability. He’s got Ruthless, so Terrifying and Manipulative won’t
work. Archie can be used to smash whatever you need smashed early on in the
game and then change gears to run schemes later on. In a Yan Lo crew, throwing
Manos’s reliquary onto him helps to offset his biggest weakness, his low defensive
stats. Manos can probably give Archie a run for his money, actually, since he is
also a mobile resilient beater and has a soul lantern to block Demise
abilities, but I gave Archie the nod since he does more damage and is immune to
conditions. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<h3>
Nominee #3: Soulstone Miner</h3>
<div class="MsoNormal">
<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<o:p><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjk0sMkDc5NxROFe-swpUeO_2x2QBXY9fIBn71lWMorHxFWNwZYWRl3zKgOwwInghbCRGIZ1L_-dpjAstob6911jhKGH2iVbHzJ6Q0pxaz2pICK9EZI1DLr10sVNT31NKwPRj_xailrPh4o/s1600/Screenshot+2020-01-11+17.33.28.png" imageanchor="1"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjk0sMkDc5NxROFe-swpUeO_2x2QBXY9fIBn71lWMorHxFWNwZYWRl3zKgOwwInghbCRGIZ1L_-dpjAstob6911jhKGH2iVbHzJ6Q0pxaz2pICK9EZI1DLr10sVNT31NKwPRj_xailrPh4o/s320/Screenshot+2020-01-11+17.33.28.png" width="221" /></a></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>Unlike the
Ressurectionists, there is a number-one with a bullet obvious choice for the
Arcanists. If you’ve played against a Soulstone Miner, you know the power that
they represent. They can bury and then unbury anywhere on the board. That’s
really all they need to have to be amazing. Whether you want to complete
Breakthrough, Search the Ruins, Stake a Claim, maybe even Take Prisoner, what
have you, this model is the best option for completing those schemes. Oh, and
there’s always Plant Explosives or Turf War Marker flipping. They’re probably
pretty good at those too. Then of course there’s the fact that they’re Armor +2
and Unimpeded. Also they blow up destructible terrain. And, of course, if they’re
not scoring you VPs they can give themselves Stunned at the start of their turn
and add Soulstones to your pool. Now, a model that can do all that probably
costs something like 8 stones, right? Oh, no, miners cost 6. Sure. Of course.
There’s a reason many of us are instantly driven to rage at the mere mention of
this model. If you’re up against Arcanists, you’d better have some way in mind
to deal with a soulstone miner, whether that be the ability to attack buried
models, ranged Willpower duels, or something that can paralyze them. Come up
with a plan for the miners. You’re gonna need it. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<h3>
Nominee #4: Big Brain Brin</h3>
<div class="MsoNormal">
<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<o:p><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQuQv7JMVnhZ23nIfueptB5iowqzh8STYqrF6bRoLaghAV06DRbN_-7tN_zX5So54_4jIT6RZfLkeoi7WRNy6wi2dm-JtmY3V0Z4_vW97oAQkYdUjumUOnILWde0v76-3bYzqvx-mZBnfT/s1600/Screenshot+2020-01-11+17.34.18.png" imageanchor="1"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQuQv7JMVnhZ23nIfueptB5iowqzh8STYqrF6bRoLaghAV06DRbN_-7tN_zX5So54_4jIT6RZfLkeoi7WRNy6wi2dm-JtmY3V0Z4_vW97oAQkYdUjumUOnILWde0v76-3bYzqvx-mZBnfT/s320/Screenshot+2020-01-11+17.34.18.png" width="278" /></a></o:p></div>
<div class="MsoNormal">
<o:p><br /></o:p></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>Given the fact
that Brin has no attacks that do any damage on his card, you may not think of
him immediately as the first candidate for this award. The largest effect Brin
has on the game is through card manipulation. Burning out 10 cards and then
shuffling back three of them lets you prime your fate deck in a way that is unmatched
in any other faction in Malifaux. And then, of course, you get to draw a card
afterwards (you know, after you’ve heated the deck up and removed low cards.) You
won’t need to cheat the first flip for this, almost guaranteed, because he gets
to look at the top three cards of the fate deck and then return them in any
order. Oh, and he has Arcane Reservoir. So, yeah, Brin has an unmatched ability
to set your fate deck up for success at the beginning of the turn. It’s kind of
crazy. Putting 9 points (8 if you’re Tricksy) in a corner all game long feels
kind of bad, but it’s absolutely worth the expenditure to set your whole turn
up in advance like that. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<h3>
Nominee #5: Serena Bowman</h3>
<div class="MsoNormal">
<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNL_zwKtf3aYoVuVtaXvCrWobcjD3kkQlvFwZ4U9EwShSl5bgDAOQ92qWgdX46GwpHxzwRh7q3leKs3JMIn-q-raPAPyhOA66krMyeb7Y6xOBp3SyHY9xD_qRwYrPJ8LDttuEgbc8oW3B0/s1600/Screenshot+2020-01-11+17.35.39.png" imageanchor="1"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNL_zwKtf3aYoVuVtaXvCrWobcjD3kkQlvFwZ4U9EwShSl5bgDAOQ92qWgdX46GwpHxzwRh7q3leKs3JMIn-q-raPAPyhOA66krMyeb7Y6xOBp3SyHY9xD_qRwYrPJ8LDttuEgbc8oW3B0/s320/Screenshot+2020-01-11+17.35.39.png" width="304" /></a></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>Of the
models built from the worldwide event several years ago, Serena Bowman seems to
have benefited the most from the transition to M2E. She doesn’t automatically
come back to life the way she did in M2E anymore, but she has Demise: Eternal. Put
that with Disguise and Feed on Fear, and Serena’s pretty tough to take down, plus
she doesn’t teleport back to your deployment zone every time she’s killed the
way she used to. Her ranged attack can target Df or WP and has a trigger to
place models within 6” of their current location, which is pretty solid, and
she can draw range for her melee attack out of other Nightmare models. That would
normally only matter for when you’re playing against the Dreamer, but the
prevalence of ways to summon Stitched Togethers increases the likelihood of being
able to use it with other crews as well. She’s just a solid model that is
annoyingly difficult to get rid of and can really make a big difference on the
board, especially if you have multiple high Tomes in your hand. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>So who wins
the Franky award? I’m going to leave it up to you! Vote in the poll on the
Malifaux Musings Facebook page, and you can decide who goes home with the
golden Franky. <o:p></o:p></div>
<!--EndFragment--><br />AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com1tag:blogger.com,1999:blog-2674872936465684372.post-24909524964326240522019-12-14T18:07:00.002-05:002019-12-14T18:07:30.127-05:00McCabe gets schooled by the Academics<!--[if gte mso 9]><xml>
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 5"/>
<w:LsdException Locked="false" Priority="10" QFormat="true" Name="Title"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Closing"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Signature"/>
<w:LsdException Locked="false" Priority="1" SemiHidden="true"
UnhideWhenUsed="true" Name="Default Paragraph Font"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Message Header"/>
<w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Salutation"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Date"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Note Heading"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Block Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="FollowedHyperlink"/>
<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Document Map"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Plain Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="E-mail Signature"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Top of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Bottom of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal (Web)"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Acronym"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Cite"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Code"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Definition"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Keyboard"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Sample"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Typewriter"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Variable"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal Table"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation subject"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="No List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Contemporary"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Elegant"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Professional"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Balloon Text"/>
<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Theme"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
Name="List Paragraph"/>
<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
Name="Intense Quote"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
Name="Subtle Emphasis"/>
<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="46" Name="List Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="List Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="List Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 2"/>
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<span id="goog_273319973"></span><span id="goog_273319974"></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-QE6g6rCHuIcklHunW29fp2ex2xqezk4EhT6YlTjrXESM9gXjM_z-TkzXSIU09gUCG_dSYH59laYKd8mdGmwjhBpHIkcOqi3KsgfNj-Eep57re2JvjxG-eziepZNLZ4jmvzQC8PPvs_p_/s1600/IMG_20191214_165700_068.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1200" data-original-width="1600" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-QE6g6rCHuIcklHunW29fp2ex2xqezk4EhT6YlTjrXESM9gXjM_z-TkzXSIU09gUCG_dSYH59laYKd8mdGmwjhBpHIkcOqi3KsgfNj-Eep57re2JvjxG-eziepZNLZ4jmvzQC8PPvs_p_/s640/IMG_20191214_165700_068.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Picture of the Malifaux Badlands Expedition Force, circa 1907.</td></tr>
</tbody></table>
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<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Last weekend, we began a league in Des Moines, IA run by
Schemes and Stones host Kyle Bode and Steam Powered Scoundrels host Doug Broman.
It’s somewhere between a grow league and a wide-open single faction format, as
we get 75 soulstones to build a pool from which we must hire for every game,
but we have to pay for masters and totems. There is a somewhat complicated way
of determining our standing and how our pools grow between rounds that I won’t
go into. Thematically, the participants of the league are supporting some patrons
who are funding exploration, archeology, and/or paleontology missions into
Malifaux’s wilderness. As such, Lucas McCabe seemed like a logical choice. <o:p></o:p></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>I’ve liked
McCabe since 2<sup>nd</sup> edition. He’s fiddly and his crew is very flexible,
which is good because I often don’t realize what I’m going to need to win a
game until I’m part way into it. McCabe’s ability to switch gears and cross the
board to deal with emergency situations has always appealed to me. I liked his
role as Point Guard (the guy who sets up the plays and calls the shots in a
basketball team) in 2e, and I liked his big hiring pool. Those things, however,
are not really a part of his game plan anymore. The trinkets he hands out (that’s
what I’m going to call them. I don’t care what the real name is) take way more
to set up now and aren’t as diverse or as powerful, and he currently has the
most limited hiring pool in the game, as he’s a split-faction master whose
missing one of his factions. Thankfully, the 10T offers an embarrassment of
riches in terms of its versatile models, but you can feel some things are
missing when you’re list-building and playing McCabe. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<u>Pool<o:p></o:p></u></div>
<div class="MsoNormal">
McCabe<o:p></o:p></div>
<div class="MsoNormal">
Luna<o:p></o:p></div>
<div class="MsoNormal">
Sidir Alchibal<o:p></o:p></div>
<div class="MsoNormal">
Desper Laraux<o:p></o:p></div>
<div class="MsoNormal">
2 Hucksters<o:p></o:p></div>
<div class="MsoNormal">
Samurai<o:p></o:p></div>
<div class="MsoNormal">
Lone Swordsman<o:p></o:p></div>
<div class="MsoNormal">
Shadow Emissary<o:p></o:p></div>
<div class="MsoNormal">
Masked Agent Upgrade<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>I thought
this was a balanced group, with a decent mix of combat and scheming provided by
Hucksters and Desper. I had a feeling I would struggle in Reckoning, but I
assumed I could flip around to a more attacker focused list, with a lot of
shooting to help avoid taking too many attacks back, if I needed to. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>I went to
Des Moines to play my first league game. I found when I got there that my
opponent would be Kyle playing Sandeep and the Academics. After flipping, we
determined that we would be playing Plant Explosives, and I thought I pretty
much had it in the bag. This is supposed to be one of the strongest strategies
for McCabe, something I thought would be the reason I would bring McCabe to
tournaments. Add to that having Detonate Charges and Search The Ruins in the
scheme pool, and this was a sure home run. Then add to that Kyle saying that
his crew was not optimized for Plant Explosives and, pfft. Put your money on
me, folks. This should have been a foregone conclusion.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>But this is
Malifaux, and bad things happen. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>I had Sidir
and Lone Swordsman controlling the left half of the board with the rest of the
crew getting ready to push into the enemy on the right. The enemy was mostly pooled
up on the right half, so I thought it would be in the best interest to move up
and net-gun several of them. This turned out to be a poor choice, as Kyle had
an Oxfordian Mage with him, and the mage can clear conditions in a bubble out
to 5” automatically, which meant the slow went away without even having to flip.
Staggered did less than I was hoping as well, as the Fire Elemental can jump through
enemy models with the burning condition. So, yeah, that sucked, as it essentially
jumped <i>past</i> McCabe and into the heart of my crew on the same turn I had went
yolo’ing forward to try to keep it in its deployment zone, with Banasuva and
Kandara creeping in behind it. Also, I failed to execute the “drop scrap, turn
into upgrade, pass around to give everybody fast” machine on the first turn.
And I tried to send one Huckster forward to get ready to hide bombs on the
enemy’s side of the board t2, only to discover that Sandeep had enough movement
to cross the board and delete that Huckster in one turn, so that was one explosives
token gone on turn 1. Then the other Huckster didn’t get away from the Fire
Elemental in time, so it died on turn 2 but at least managed to get its bomb planted
first. Unfortunately, with no Hucksters that pretty much meant no Detonate the
Charges. I would have needed a miracle to win that game, and the cards just weren’t
in place to get it done. Want to sum the game up in one bonus action? Here you
go. On turn 2, one of the last activations, my 1 wound Huckster with Burning 1
used Secret Passages to skip up the board and plant his bomb and then, with his
Free Action, try to get myself one last boon before he died. We flipped the cards,
and Kyle pulled out the Red Joker put in his hand. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>McCabe held
his own despite the difficult situation, surviving until T5 and confounding
some of the efforts of the enemy. I kept it close early, maintaining a tie all
the way to 4-4<span style="mso-spacerun: yes;"> </span>at the end of T3 or 4. Desper
managed to escape near death and pick up points for Search the Ruins, but still
there was no saving it. I lost 4-7, and I realized I had a lot to learn. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Lessons from Game 1<o:p></o:p></div>
<div class="MsoListParagraphCxSpFirst" style="mso-list: l0 level1 lfo1; text-indent: -.25in;">
<!--[if !supportLists]--><span style="mso-bidi-font-family: Calibri; mso-bidi-theme-font: minor-latin;"><span style="mso-list: Ignore;">1)<span style="font: 7.0pt "Times New Roman";">
</span></span></span><!--[endif]-->Know the crew you’re playing against. It’s tough
to know everything in Malifaux, but I think you at least have to know what to
expect from the keywords. The Academics are a prime example of this, as their
ability to trigger effects when they Focus, particularly the way they radiate
it out to everyone around them, makes them a lot more dangerous than what you
see when you glance over the cards. If you don’t know what to expect, you can’t
make a good plan. So, play more games or, failing that, read up in advance.<o:p></o:p></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -.25in;">
<!--[if !supportLists]--><span style="mso-bidi-font-family: Calibri; mso-bidi-theme-font: minor-latin;"><span style="mso-list: Ignore;">2)<span style="font: 7.0pt "Times New Roman";">
</span></span></span><!--[endif]-->McCabe is a good tank and support piece, but not
much of a beater. Despite all the offensive damage he can put out in theory, so
much of it is untargeted and reliant on Simple Duel failure that he just can’t
be counted on to do that job. He can do some damage, but he’s not going to kill
anybody you need dead without help. What he can do, however, is use the
Phantasmal Mask to protect himself and tie up a lot of models in the enemy
crew. He’s support for your side, and disruption for the enemy. Going back and
relistening to Third Floor War’s McCabe deep dive episode, guest Alyx Drake
compared his use to something akin to Zip, a disruption/defense master. I think
he may be on to something. And in a similar vein…<o:p></o:p></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo1; text-indent: -.25in;">
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<!--[if !supportLists]--><span style="mso-bidi-font-family: Calibri; mso-bidi-theme-font: minor-latin;"><span style="mso-list: Ignore;">3)<span style="font: 7.0pt "Times New Roman";">
</span></span></span><!--[endif]-->Hucksters are different than I thought they
were. The Wandering River Dojo sensei, Phiasco, has been telling me he doesn’t
buy into them for some time, but it took me a while to see it in person. Secret
Passage is good and False Claim is very strong. The problem is that 1) they all
require mid-level cards to go off and 2) the Hucksters themselves are made out
of tissue paper. Part of completing Plant is protecting the markers once you
get them down on the board, and the Hucksters just can’t do that. I had
originally envisioned them as first strikers, but I think for Plant they would
work better to get the last bombs down, or maybe secret passaging far into the
enemy deployment area to stash the bombs where the enemy can’t get to them. I
think they’re still good for completing Ley Lines, Detonate, Search, and/or
Breakthrough. I’m actually coming around to the idea of utilizing them as
anti-schemers, popping to enemy markers and removing them to draw a card, and
then strategically pop out and strike for VPs at unexpected times. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="text-indent: .25in;">
So, I guess the Academics taught
me a few lessons. This is good, if I’m going to play McCabe competitively. What
I need to learn over the next several weeks of this league is whether the crew
has the oomph to be the best competitive choice in most strategy/scheme/deployment
combinations, or if I need to look elsewhere. <o:p></o:p></div>
<!--EndFragment--><br />AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-24540460807341619642019-11-30T18:03:00.000-05:002019-11-30T18:03:17.820-05:00Quick Hitter: The Lone Swordsman is an underrated champion of the Ten Thunders
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<br />
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<span style="mso-tab-count: 1;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjy5fixfpLisALELpZTX1FG0N38y9TD8bltxoqoP_5NvYysqDpJq465WJdMvTZAvCBnFqXYKWw6I2Z2zLhemPe_aZTjijRlEAKjueHvVVREppjR0WrhcqtoXtHQ5iWFtj7HdBiPiRgltqt/s1600/277300.jpg" imageanchor="1"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjy5fixfpLisALELpZTX1FG0N38y9TD8bltxoqoP_5NvYysqDpJq465WJdMvTZAvCBnFqXYKWw6I2Z2zLhemPe_aZTjijRlEAKjueHvVVREppjR0WrhcqtoXtHQ5iWFtj7HdBiPiRgltqt/s320/277300.jpg" width="185" /></a> </span></div>
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<span style="mso-tab-count: 1;"><br /></span></div>
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<span style="mso-tab-count: 1;"><br /></span></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>As a Ten
Thunders player, there are no shortage of fine versatile model choices
available. For 10 stones, Yasunori can get just about anywhere you need him to
be and deliver some serious hitting while being obnoxious for the opponent to
remove. The Shadow Emissary is a versatile model that can create concealment, let
you reshuffle a bad hand, flies, and delivers a nasty 3/4/5 damage spread bite.
The Dawn Serpent has been gaining popularity of late (read: I’ve been hearing
about it more in podcasts) due to his versatility, hitting power, and
self-reliance. Samurai are the only anti-armor tech we’ve got and can serve as
gun platforms that can infiltrate when paired with Trained Ninja or be very
strong bodyguards with Silent Protector. It’s possible there are TOO many good
choices (I hear you crying out there, AWP). <o:p></o:p></div>
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<br /></div>
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But lost in all of that is a model
that I think is somewhat underrated, the Lone Swordsman. It’s possible this is
due to some of his value not being immediately apparent at first glance. But more
and more, he’s finding a way into my crews, led in part by prodding from
Phiasco. Part of it initially was due to nostalgia, I’ll admit (if our Wandering
River Dojo had a mascot outside of the titular monks, he’d be it, given how
much we used to put him on the board.) But there’s some hidden power under the
surface of this model that lets him pull more than his weight, particularly for
his cost. And as Ten Thunders players, isn’t hidden power the best kind of
power?<o:p></o:p></div>
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<br /></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKX6yzB_1JvHettzDSqJhdSklpn3BK9mmK4-tkVhJ_dH5SsFSnXu92LJD6iYEOoSR4FVHoAKB87wCR6pLnQKdqLc3MJ9Y-GwLNZOLBTZIxZSk3dvZ7u6kTZmK1lJeapZPtVZxY10-vmUG8/s1600/download+%25282%2529.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKX6yzB_1JvHettzDSqJhdSklpn3BK9mmK4-tkVhJ_dH5SsFSnXu92LJD6iYEOoSR4FVHoAKB87wCR6pLnQKdqLc3MJ9Y-GwLNZOLBTZIxZSk3dvZ7u6kTZmK1lJeapZPtVZxY10-vmUG8/s400/download+%25282%2529.jpeg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">And, I mean, who wouldn't want to have Samurai Jack in their crew?</td></tr>
</tbody></table>
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As a pure beater, he’s not likely
to keep up with Yasunori or his ilk. His defense is only 5, which doesn’t
scream front-line fighter. However, he’s 8 stones, which makes him cheaper than
everything I just mentioned above, so you can afford him plus an upgrade
somewhere in the crew for the same cost as some of the more well-known Thunders
heavies. Armor+1 and Hard to Kill help to make up for his lack of defenses.
Ruthless is an ability you don’t appreciate the value of until you play a
Terrifying or Manipulative heavy crew, and then it will suddenly become
something you look for every game when you’re facing Pandora or Seamus. Move 5
is nothing to write home about either, but he makes up for this with Creep
Along, and the Thunders has plenty of other mobility tricks to make sure the LS
is where he needs to be. His tactical action Last Breath is vastly inferior to
what he used to be able to do (grant himself Reactivate at the cost of dying
automatically if he didn’t kill his declared target), but if you absolutely
need to bring down an already weakened Enforcer or higher model, doing this in
place of charging is probably a good choice. Where he really starts to shine
(and where the less-obvious value hides) is in his single attack paired with an
ability from the front of his card. <o:p></o:p></div>
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<br /></div>
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Unsurprisingly, he has a Balanced
Sword attack as his only option (he is a SWORDsman, after all.) It has a good
but not great 2/4/5 damage track with a trigger for each suit. While I like
these in theory (it’s always cool to hit triggers) I generally don’t put a ton
of value on this when I see it on a model, because you can’t rely on getting
the one you want when you want it. Critical Hit would be nice to make up for
his weaker damage track, for instance, but it would stink to only have it one
attack out of four. Lone Swordsman, on the other hand, has the ability Adaptive
that lets him declare a suit at the start of his activation that is added to
each of his duels. This lets you pick what you’re bringing to bear, and that
versatility is where the Swordsman really shines. If you’re going in for that
big Last Breath attack round, you might want the rams to help spike your damage
spread. If you need to delay the opponent or hamstring a key model, crows let
you bring some Slow to bear. Horde of smaller models? Quick Reflexes on a mask
can let him spread the punishment around. But maybe the unsung hero is Tactical
Planning on a tome. Pass tokens are (at least for me) an oft overlooked asset
in the game, as I rarely want to use them after the first turn or two when
combat is fully joined. Delaying by an activation means letting the opponent
dictate the action in the fray, and that can be devastating. However, if you
save those tokens up, that can help you to make sure you win the initiative
flip on the next turn and get your attacks in before the opponent can respond.
This is good in most games, but it’s absolutely clutch for Cursed Idols, as the
player that wins initiative determines where the marker lands. I find that I
rarely play a game of Idols that the Swordsman doesn’t find his way into my
crews for this reason, and he’s usually declaring tomes with Adaptive before
each attack. +2 to your initiative when the range of options is 0-14 is a big,
big deal. Just ask everybody crying about Shenlong’s Chi tokens. <o:p></o:p></div>
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<br /></div>
<div class="MsoNormal" style="text-indent: .5in;">
Anyway, I like the Lone Swordsman, and
I encourage you to give him a try in your games. And if you like these
quick-hitter style articles, let me know about that as well. I want to get
Malifaux Musings back on track, but reduced gaming time paired with some chronic
writer’s block has made that difficult. I hope that putting out smaller,
bite-sized content like this should help with this. <o:p></o:p></div>
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<br /></div>
<div class="MsoNormal" style="text-indent: .5in;">
Later, Wyrdos!<o:p></o:p></div>
<!--EndFragment--><br />AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-53487143114496930402019-09-22T12:14:00.000-04:002019-09-22T12:14:48.626-04:00How to Play Zoraida - by 2019 Gencon Tyrant Rob Perry<!--[if !mso]>
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
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<w:LsdException Locked="false" Priority="31" QFormat="true"
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<w:LsdException Locked="false" Priority="32" QFormat="true"
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<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
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<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
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<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
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<w:LsdException Locked="false" Priority="52"
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<w:LsdException Locked="false" Priority="46"
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<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEpjXR5HiBN3fnXV2FZIMnQXf1T7xmf3c96CkCX6BR3ll1HdkHUu8qmNUgJaBue4J3CMDuP0ogYeMm-JBJ4lBhUT1nhOTr3XHaUz91ZOC3Fg-RzkKAOelxLSKGG5MzA1oJJzbkBeq2u6ek/s1600/download+%25283%2529.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="765" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEpjXR5HiBN3fnXV2FZIMnQXf1T7xmf3c96CkCX6BR3ll1HdkHUu8qmNUgJaBue4J3CMDuP0ogYeMm-JBJ4lBhUT1nhOTr3XHaUz91ZOC3Fg-RzkKAOelxLSKGG5MzA1oJJzbkBeq2u6ek/s320/download+%25283%2529.png" width="272" /></a></div>
<span style="font-family: "_null_" , serif; font-size: 14pt;"><span style="color: #f3f3f3;"><br /></span></span>
<span style="font-family: "_null_" , serif; font-size: 14pt;"><span style="color: #f3f3f3;"><br /></span></span>
<span style="font-family: "_null_" , serif; font-size: 14pt;"><span style="color: #f3f3f3;">Hobby Happenings-It’s been a little quiet on the Malifaux
front recently for me, as I wasn’t able to attend a tournament in Des Moines
due to family obligations and a change in Phiasco’s work schedule has prevented
us from getting in any games online. I have done a bit of hobby work, however,
mainly focused around members of the monk keyword. My Shenlong, Sensei Yu, 2 Peasants,
a High River Monk, and a Charm Warder are now table ready, with a second charm
warder part way there. They’re all very excited to introduce themselves to
Brian Spence’s Leveticus crew. <o:p></o:p></span></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgv4YxB26V8LH5Fe35nTYU5N0ZLuOWAsr3soEwdsn3eZ_q1oBzngmW471-EC58stbCyyAheAEC2OhFmvUtncAGTNhwPuGI-N1uyBR3DdQR7i1_wYOFq0kgGGH4fSRA7b7nkfE8HF5DgL20c/s1600/20190922_111052.jpg" imageanchor="1"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgv4YxB26V8LH5Fe35nTYU5N0ZLuOWAsr3soEwdsn3eZ_q1oBzngmW471-EC58stbCyyAheAEC2OhFmvUtncAGTNhwPuGI-N1uyBR3DdQR7i1_wYOFq0kgGGH4fSRA7b7nkfE8HF5DgL20c/s320/20190922_111052.jpg" width="320" /></a></div>
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<span style="font-family: "_null_" , serif; font-size: 14pt;"><span style="color: #f3f3f3;">Media Musings: As mentioned, I thought I’d include this
segment to introduce some things from the media I’ve consumed that remind me of
Malifaux. In this case, I’ll point you to the series that <a href="https://www.lastpodcastontheleft.com/">Last Podcast on the Left</a>
are currently doing taking a look at the founding of the Mormon religion. It’s
not safe for work, and if you are a Mormon it could potentially (ok, likely.
Depends on your ability to separate your faith from some of the slightly shady
characters who brought it into the world) be offensive, but it will help you to
get into the right headset of the Hucksters and general Wastrel-y ness of
McCabe’s bunch of rogues. Jo Smith was essentially a grave-robbing con man,
after all, who spent his early life as a participant in a large social movement
to loot native American burial mounds, and who seemed to have written the Book
of Mormon essentially as a last-ditch commercial effort to keep his family’s
farm from going under. He also had magical relics (a magic knife, seeing
stones, golden plates, etc.) and a loose relationship with the truth that ultimately
led to world-changing consequences (lest we forget, the whole “Burning Man”
thing going on Earthside is more or less McCabe’s fault. At least it can be
argued that Smith’s hucksterism led to a religion that has arguably brought more
good into the world than bad overall.) <o:p></o:p></span></span></div>
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<span style="font-family: "_null_" , serif; font-size: 14pt;"><span style="color: #f3f3f3;">Now on with the main event, wherein I ask Rob Perry,
winner of Wyrd’s 2019 Gencon Tyrant Tournament “How do you do that voodoo that
you do so well?” <o:p></o:p></span></span></div>
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<span style="font-family: "_null_" , serif; font-size: 14pt;"><span style="color: #f3f3f3;">***<o:p></o:p></span></span></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEpjXR5HiBN3fnXV2FZIMnQXf1T7xmf3c96CkCX6BR3ll1HdkHUu8qmNUgJaBue4J3CMDuP0ogYeMm-JBJ4lBhUT1nhOTr3XHaUz91ZOC3Fg-RzkKAOelxLSKGG5MzA1oJJzbkBeq2u6ek/s1600/download+%25283%2529.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><span style="color: #f3f3f3;"><img border="0" data-original-height="900" data-original-width="765" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEpjXR5HiBN3fnXV2FZIMnQXf1T7xmf3c96CkCX6BR3ll1HdkHUu8qmNUgJaBue4J3CMDuP0ogYeMm-JBJ4lBhUT1nhOTr3XHaUz91ZOC3Fg-RzkKAOelxLSKGG5MzA1oJJzbkBeq2u6ek/s320/download+%25283%2529.png" width="272" /></span></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="color: #f3f3f3;">Come give Nana a kiss, deary.</span></td></tr>
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<span style="font-family: "_null_" , serif; font-size: 14pt;"><o:p><span style="color: #f3f3f3;"><br /></span></o:p></span></div>
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<span style="font-family: "_null_" , serif; font-size: 14pt;"><span style="color: #f3f3f3;">Crew Questionnaire<o:p></o:p></span></span></div>
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<span style="font-family: "baskoldface" , serif;"><span style="color: #f3f3f3;">“Typical” Crew List</span><span style="color: #400000;"><o:p></o:p></span></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><o:p> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfDLcKw0ZrhL6-UKU-MT2AjeNi_I3c4twUtHkW2_uBKibtBmkBAjeCe-H-bDN4_BgNn6Xjs2xkZrhZRmhMbj2hXbhpc9mROQg9MqowReEqjO-Y1cmJCD7Tv61Y7ARVeccolHLm8IcsVvVA/s1600/Picture1.png" imageanchor="1"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfDLcKw0ZrhL6-UKU-MT2AjeNi_I3c4twUtHkW2_uBKibtBmkBAjeCe-H-bDN4_BgNn6Xjs2xkZrhZRmhMbj2hXbhpc9mROQg9MqowReEqjO-Y1cmJCD7Tv61Y7ARVeccolHLm8IcsVvVA/s320/Picture1.png" width="214" /></a></o:p></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><br /></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;">How Does
the Crew Work? (Brief, one paragraph discussion of how the crew plays on the
tabletop. What does the keyword ability(ies) add to the strategy?) <o:p></o:p></span></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;">Positioning!
Mama Z is a beast at controlling positioning on the board. Her list is
chock-full of butterfly jump to give melee opponents fits. This forces
decisions that your opponent is not used to dealing with. On top of that, Her
Obey action is the best in the game. How close does my opponent keep his beater
to a key model? Can I use that against him, and do some disruptive damage? Or
should I just grab a model and run it in the opposite direction of where my
opponent wants it?<o:p></o:p></span></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><span style="mso-tab-count: 1;"> </span><span style="mso-spacerun: yes;"> </span><o:p></o:p></span></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;">How Has the
Master/Crew Changed Since M2E?<o:p></o:p></span></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;">N/A didn’t
play 2e </span><o:p></o:p></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;">Editor’s
Note: Zoraida through most of 2E was an “ok” obey master with some gimmicky lists
that could be effective in the right circumstances (IE piling up massive
amounts of burning on the voodoo doll, Obeying across the board, throwing the voodoo
doll off of buildings to kill the opponent with falling damage, etc.) Towards
the end of the edition, she got a boost with the last round of errata to let
her force a charge with Obey, but still never seemed to take off the way people
hoped. Now her keyword models have Penetrating Stench and a large amount of Stealth
for some atypical defensive tech. She can draw Line of Sight and range from
Swampfiends within 12” of her, which helps extend her range. You can’t channel
as much damage through the Doll anymore, which limits its versatility somewhat.
But probably the biggest thing here in the early days of M3E are how much the
current scenarios play into her strengths. Obeying an enemy model to pick up
their own explosives marker or drop it in the enemy’s half of the board, or
messing up the Corrupted Idol placement, can be absolutely crippling to some
crews. <o:p></o:p></span></div>
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<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;">Who are the
Key Pieces in the Keyword, and What Are Their Roles? <o:p></o:p></span></span></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><span style="mso-spacerun: yes;"> </span>McTavish & The First Mate<o:p></o:p></span></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><span style="mso-tab-count: 1;"> </span>Both of these model are super deadly
and have so many toolbox abilities.<span style="mso-spacerun: yes;"> </span><o:p></o:p></span></span></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><span style="mso-tab-count: 1;"> </span>McTavish is model crazy threat range
beater, and TFM is my disrupter.<o:p></o:p></span></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;">Rate the
Keyword on the Following Criteria from 0-14 (feel free to comment if necessary)<o:p></o:p></span></span></div>
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<br /></div>
<div class="MsoNormal" style="text-align: center;">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;">-Killing
Power <o:p></o:p></span></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><span style="mso-tab-count: 1;"> </span>12</span><o:p></o:p></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><span id="goog_258340255"></span><span id="goog_258340256"></span><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6yCCtvhs0JvjRu60z4JdnzFz62APBtdrH4zxu00_CQRxmILGv8MBIhmcI_Sf_i0cehaqKtvJDW7drZn42giG-NbpkhyZlnqkmYHDzh5LLBP4c6D44bPEumC3H-6aGxk4NWxv8QADgNLy5/s1600/12r.jpg" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6yCCtvhs0JvjRu60z4JdnzFz62APBtdrH4zxu00_CQRxmILGv8MBIhmcI_Sf_i0cehaqKtvJDW7drZn42giG-NbpkhyZlnqkmYHDzh5LLBP4c6D44bPEumC3H-6aGxk4NWxv8QADgNLy5/s400/12r.jpg" /></a></span></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><br /></span></span></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;">Ed: The
brunt of the killing power rests with McTavish and The First Mate in this crew.
McT is a rare combination of effective ranged and melee beater in one. TFM is
less of a natural beater, but his maneuverability lets him get to where you
need him quickly to pick off somewhat softer targets. And don’t forget the fact
that you can use Zoraida to hijack the opponent’s heavy hitters and Obey them
to lay some hurt for you!<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormal" style="text-align: center;">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;">-Survivability
<o:p></o:p></span></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><span style="mso-tab-count: 1;"> </span>10</span><o:p></o:p></span></div>
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<div style="text-align: center;">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmvAMrRvx9tLzO2egvOOiekiv7is4906nDg7MbpBxN_tW-tlVToUnmTUG3Mc-CptZKIGbNKjbLuZ1Hdv6auNq88gAdm56gkDaAyq3k8h3SEOoaO6D0Yr-8eM9_hUjV9MPBSyzIvBWlVJQ_/s1600/10c.jpg" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmvAMrRvx9tLzO2egvOOiekiv7is4906nDg7MbpBxN_tW-tlVToUnmTUG3Mc-CptZKIGbNKjbLuZ1Hdv6auNq88gAdm56gkDaAyq3k8h3SEOoaO6D0Yr-8eM9_hUjV9MPBSyzIvBWlVJQ_/s400/10c.jpg" /></a></span></span></div>
</div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;">Ed: The
preponderance of Stealth, Stench, and/or Butterfly Jump in the crew makes them
extremely obnoxious to kill off. That said, they’re still Neverborn at their heart
(even if the Silurids are Bayou exclusively now) so they’re still somewhat
brittle. Be careful!<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormal" style="text-align: center;">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;">-Scheming/Maneuverability
<o:p></o:p></span></span></div>
<div class="MsoNormal" style="text-align: center;">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><span style="mso-tab-count: 1;"> </span>14</span><o:p></o:p></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheoZCur9RiNYHvRCp7UR9X_V2ldBkQQ9K_zOEO3M86fjIQWpLQbA7hYZe2s-3O60I_UNlou5PDVYBXEhISESdNNkGIZ7hLnVNkyNxcKTlRcMZ3B3f2l6cCcm-e5_KbQUQuvo4jR6kSFEPt/s1600/Red+Joker.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="704" data-original-width="412" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheoZCur9RiNYHvRCp7UR9X_V2ldBkQQ9K_zOEO3M86fjIQWpLQbA7hYZe2s-3O60I_UNlou5PDVYBXEhISESdNNkGIZ7hLnVNkyNxcKTlRcMZ3B3f2l6cCcm-e5_KbQUQuvo4jR6kSFEPt/s320/Red+Joker.jpeg" width="186" /></a></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><br /></span></span></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><br /></span></span></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;">Ed: I mean,
they’ve got Silurids in there. And a henchman Silurid. Leap for a low card that you can rely on every turn, plus Stealth, plus Butterfly Jump means your frog-men are going to be easily completing objectives without much in the way of molestation from the enemy crew. That would be enough,
but then you’ve got Zoraida’s Obey on top of it, giving you a rare ability to
support your own scheming and deny your opponent’s in the same package. <span style="mso-spacerun: yes;"> </span><o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormal" style="text-align: center;">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;">-Card
Manipulation <o:p></o:p></span></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><span style="mso-tab-count: 1;"> </span>12</span><o:p></o:p></span><br />
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBSENvZusMJugqBjqz5RERQV1koVThlSJsVaJcKWH4CvFEapEU11wRfD7jZMET2pyhYrF6PgP-xEVfHJV0u7wOwpEHwtPzM5uOUidwYn9GSscbSiqXYd8F6dEhem_FF6Tlm4PNVJ2E10ei/s1600/12m.jpg" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBSENvZusMJugqBjqz5RERQV1koVThlSJsVaJcKWH4CvFEapEU11wRfD7jZMET2pyhYrF6PgP-xEVfHJV0u7wOwpEHwtPzM5uOUidwYn9GSscbSiqXYd8F6dEhem_FF6Tlm4PNVJ2E10ei/s400/12m.jpg" /></a></span></span></div>
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<br /></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><br /></span></span></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><br /></span></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;">Ed: Reading
the cards on Zoraida lets you set up the next duel in advance every time the
opponent cheats fate within her LoS, which is very strong. Her threads of Fate
free action allows you to play recklessly with your hand, safe in the knowledge
that you’ll be able to discard the junk and redraw back to 6 whenever you need
to do so, while potentially forcing your opponent to discard something they’d
rather keep at the same time. <o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;">Which
Keyword Models (Outside of the Master) Are The MVP and the LVP?<o:p></o:p></span></span></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><span style="mso-tab-count: 1;"> </span>MVP McTavish – simply won me sooo
many games<o:p></o:p></span></span></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"> </span><span style="color: lime;">LVP Swamp Gator – He’s literally
there to 1</span><sup style="color: lime;">st</sup><span style="color: lime;"> turn disrupt, draw fire, just annoy my </span><span style="color: lime;"> </span><span style="color: lime;">opponent </span><o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormal">
<span style="color: #f3f3f3;">Ed: Since he's a model that comes in the boxed set, I asked Rob about Bad Juju, and his thoughts fall in the same lane as mine. For a 9 point tanky-beater, Df 3 is simply unacceptable. No amount of Hard to Wound, Regeneration, or the Demise ability will save him. Just not worth the points, which is a crying shame for fans of the model and/or Swamp Thing. </span></div>
<div class="MsoNormal">
<span style="color: #f3f3f3;"><br /></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;">Are There
Versatile Models and/or Upgrades You Take Routinely and, if so, why? <o:p></o:p></span></span></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><span style="mso-tab-count: 1;"> </span>Inhuman Reflexes – MORE BUTTERFLY
JUMP<o:p></o:p></span></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;">What was
the biggest thing you learned after mastering this crew that you didn’t know
when you started learning it? <o:p></o:p></span></span></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="color: lime;"><span style="mso-tab-count: 1;"> </span>The power of Inhuman Reflexes on
McTavish, make my murder machine more <span style="mso-tab-count: 1;"> </span>survivable
or get him closer to his prey. </span><o:p></o:p></span></div>
<!--EndFragment--><br />AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-7572106747675081522019-09-08T14:57:00.003-04:002019-09-08T14:57:25.317-04:00How to Play: Lucas Mccabe Relic Hunter by guest bloggist....Me!
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 5"/>
<w:LsdException Locked="false" Priority="10" QFormat="true" Name="Title"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Closing"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Signature"/>
<w:LsdException Locked="false" Priority="1" SemiHidden="true"
UnhideWhenUsed="true" Name="Default Paragraph Font"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Message Header"/>
<w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Salutation"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Date"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Note Heading"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Block Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="FollowedHyperlink"/>
<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Document Map"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Plain Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="E-mail Signature"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Top of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Bottom of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal (Web)"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Acronym"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Cite"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Code"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Definition"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Keyboard"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Sample"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Typewriter"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Variable"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal Table"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation subject"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="No List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Contemporary"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Elegant"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Professional"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Balloon Text"/>
<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Theme"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
Name="List Paragraph"/>
<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
Name="Intense Quote"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
Name="Subtle Emphasis"/>
<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="46" Name="List Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="List Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="List Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 1"/>
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<span style="color: #400000;"><span style="font-family: inherit; font-size: small;">Hobby Update: I’ve been working to expand my pool of 10T
models, so I’ve been building a lot of stuff recently. Namely, I put together
the Born Every Minute boxed set, some Charm Warders, and some odd Yan Lo bits
and bobs. I’m pleased to announce that I have joined the Yan Lo’s beard club,
having put it in place without issue. Of course, I then lost the bow off of the
back of Chiaki’s head, so maybe I shouldn’t brag too much…<o:p></o:p></span></span></div>
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<span style="color: #400000;"><span style="font-family: inherit; font-size: small;">Additionally, I’ve basecoated some monks for the Shenlong
crew, and got the master up to tabletop level (aka, about as good as I can do.)
I discovered my one Wandering River Monk is not attached to his leg, and the
base is missing also, so that sucks balls. For the time being, they’re probably
an anti-Outcasts pick more than anything else. <o:p></o:p></span></span></div>
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<span style="color: #400000;"><span style="font-size: small;"><span style="font-family: inherit;">Malifaux in the Media: If you have Spotify, there is an
amazing playlist called “Southern Gothic” you can find by following the link.
If you’re looking to get a mix of that deep-south, spooky, romantic music to
put you in the headspace of the Bayou or the Badlands, there’s a lot of good
stuff to be found there. Check it out! </span><span style="font-family: _null_, serif;"><o:p></o:p></span></span></span></div>
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<span style="color: #400000; font-family: "_null_",serif; font-size: 14.0pt; mso-bidi-font-family: _null_; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: _null_;">***<o:p></o:p></span></div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-2-BrQEjyyWgiSeHJrLNsrohenehjvt4E5BeHBriJZ70U4KxbqQHgdfFwp1DMsHQ4fExQEhT_3WrMMeIrb1puEauuk4oRnxz8ThyphenhyphenxHABxeo9Bq9JkWVl-eOteb0K2Byq4WMRZn6f6RH56/s1600/guild-masters-mccabe-CROP.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="851" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-2-BrQEjyyWgiSeHJrLNsrohenehjvt4E5BeHBriJZ70U4KxbqQHgdfFwp1DMsHQ4fExQEhT_3WrMMeIrb1puEauuk4oRnxz8ThyphenhyphenxHABxeo9Bq9JkWVl-eOteb0K2Byq4WMRZn6f6RH56/s320/guild-masters-mccabe-CROP.png" width="302" /></a></div>
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<span style="color: #400000; font-family: "_null_",serif; font-size: 14.0pt; mso-bidi-font-family: _null_; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: _null_;"><br /></span></div>
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<span style="color: #400000; font-family: BaskOldFace, serif;">I</span><span style="color: #400000; font-family: inherit;">'ve really liked McCabe since the testing of M3E, and he's actually a big part of what flipped me to 10T at the end of 2nd Edition as well. He's just always been such a flexible, fast master who can switch from point-guard to shooter in a blink. On the other hand, he's not in the Guild anymore and some of his mechanics are very different, so how's he doing in 3rd? Well, if you listen to Malifaux podcasts of any variety, you probably know the answer is "very well." But let's dig in a bit deeper, and take a closer look at how to play </span></div>
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<h3>
<span style="color: #400000; font-family: _null_, serif; font-size: 18.6667px;">Lucas McCabe Relic Hunter</span></h3>
<h4>
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;">How Does
the Crew Work? </span></h4>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>McCabe and the Wastrels are a very
mobile crew who excel in objective based missions like Plant Explosives or
Cursed Idols. McCabe himself dishes out a frankly ridiculous number of passive
TN duels to avoid damage as he tramples his way through melee combat, due to
his Make Way ability and the built in Rear Up trigger on his melee attack. As
such, his relatively low damage track on melee attacks can be a bit misleading,
as any attack has the potential to do 4 extra damage from the two duels the
opponent faces. Perhaps more importantly, this can serve as hand pressure to
force cards into play. Keeping him at range isn’t much better, as his net gun
has the ability to spread Slow and Staggered with blasts. A very viable opening
gambit in games, depending on how the opponent sets up, is to blast McCabe
forward and throw a wrench in the gears of the opponent’s crew before they have
a chance to get rolling. Part of what helps with that is the free “Ride With Me”
action that allows him to push 5” and bring a model of sz 2 or less along with
him. <span style="mso-spacerun: yes;"> </span><o:p></o:p></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>The gimmick of the Wastrel keyword
(well, other than getting focus when everybody but McCabe takes a walk and drawing
a card if they start their activation next to a corpse or scrap marker) are the
artifacts. There are 3 of them: the sword, the mirror, and the mask. You get one
when McCabe or Luna performs a specific looting action that discards a corpse
or scrap marker. Once you have them, they add bonuses to the model who is
carrying them and gives them a Free action to toss it to another Minion or
Wastrel (McCabe can do it with a built in trigger on the action.) The blade
lets you ignore defense tech, per usual. The others provide a pair of utility
abilities to leech health out of nearby models or draw some extra cards, but
the most important part of the Artifact upgrades is the fact that they give a
model Fast when they attach. As such, a standard set-up involves the crew
standing in a cluster near a scrap marker provided by Luna’s action to generate
one and/or the trigger on the Hucksters’ false claims. You get to draw cards
from the scrap marker, then Luna turns the scrap into an Artifact and tosses it
to one of the other Wastrels (or minions) to give them fast. Then, when they
activate, they pass it along to another one, and then another, and so on and so
forth. Ideally, you would be able to hand out fast to the whole crew in this
way, but more likely you’ll have to peel off and start moving to counter the
opponent before you get it done (for instance, sending McCabe off to go shoot
nets.) Either way, the keyword has tons of early speed, mobility, and a dash of
card draw. <o:p></o:p></span></div>
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<h4>
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;">How Has the
Crew/Keyword Changed Since M2E?</span></h4>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>Trinkets (or Artifacts, as they're now known) are much less of a “focus”
of the Wastrel crew than M2E. They’re good, and the Fast they give out is very
clutch, but honestly you’ll probably be doing most of the artifact stuff turn 1
and only infrequently after that, as opposed to the standard Black Flash-Sword
shenanigans of the prior edition. Additionally, he’s not in the Guild anymore, and
a lot of what will eventually be a part of his hiring pool is going to be in
the forthcoming Explorer’s faction. As such, McCabe leans a lot on versatile
models. Thankfully, Ten Thunders have a lot of good options. <span style="color: black;"><span style="mso-spacerun: yes;"> </span><o:p></o:p></span></span></div>
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<h4>
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;">Who are the
Key Pieces in the Keyword, and What Are Their Roles? </span></h4>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>The rest of the keyword varies from
model to model. The new boxed set, One Born Every Minute, has the most bang per
buck of the crew in general. The new Henchman Desper Laraux and the new
minions, Hucksters, are insanely mobile. Additionally, the Hucksters have the “False
Claim” action, allowing them to drop a pair of scheme markers (or a scheme marker
and a scrap marker) for 1 AP, making them one of the most viable ways to complete
schemes like Harness Ley Lines or Search the Ruins that require dumping lots of
markers in one place. Between those models and McCabe’s personal mobility,
scheme running is a snap for the Wastrels. The Ruffians are…forgettable, but as
cheap models go they have some interesting mobility tricks themselves with
Chain Gang, and if nothing else they can throw down scheme markers to be
removed for False Claim. <o:p></o:p></span></div>
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<h4>
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;">Rate the
Keyword on the Following Criteria from 0-14 (feel free to comment if necessary)</span></h4>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><o:p> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1h9v2mg0sAWxvdkPmG_qGzYrcYJk6MiZZAdv3i6W4PwcPK8vZKF8nGP8YU03FK8W3m7BXXYznH1tEHPHl8_oPDbIOco4Uo8Gvd6bHtJdiEPK-rLFfd3T9iGRpQLT2DUnTuenfAoHdfrzr/s1600/8r.jpg" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1h9v2mg0sAWxvdkPmG_qGzYrcYJk6MiZZAdv3i6W4PwcPK8vZKF8nGP8YU03FK8W3m7BXXYznH1tEHPHl8_oPDbIOco4Uo8Gvd6bHtJdiEPK-rLFfd3T9iGRpQLT2DUnTuenfAoHdfrzr/s400/8r.jpg" /></a></o:p></span></div>
<h4>
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;">-Killing
Power (8, MODERATE)</span></h4>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="mso-tab-count: 1;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>McCabe
can do a surprising amount of damage with his ride through shenanigans, but he
struggles against Armor and is much better at spreading damage around than he
is taking on individual hard targets. Sidir Alchibal is a reasonably good
beater with Ruthless and a good ranged attack, and his Blow it to Hell can clear
Ice Pillars or Titania’s terrain markers, but for the most part they’re going
to rely on Versatile models for killing. <o:p></o:p></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><o:p><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNKkQXdpebe6rT-Ee7NleicrdjICC-MgT11RyHRfhmcVso9eR_jWxf5IqEQJPfy-I8wXXS2NjVVaV42UemOizVF6CJZ3VAEg7wfnoVi8jJtxAi6-6K_bQPdugW5G8UanC-nFdIFL_Z44bz/s1600/8c.jpg" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNKkQXdpebe6rT-Ee7NleicrdjICC-MgT11RyHRfhmcVso9eR_jWxf5IqEQJPfy-I8wXXS2NjVVaV42UemOizVF6CJZ3VAEg7wfnoVi8jJtxAi6-6K_bQPdugW5G8UanC-nFdIFL_Z44bz/s400/8c.jpg" /></a></o:p></span></div>
<h4>
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;">-Survivability
(8, MODERATE)</span></h4>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>The main defensive strength of
Hucksters and Desper are simply not being anywhere the enemy can get at them.
McCabe is a big sack of wounds to cut through, though he’s vulnerable to enemy
models that negate his demise ability. If you’re really worried about beefing
McCabe up, you can give him the Phantasmal Mask for a little healing or buy
Silent Protector, which effectively gives McCabe 3 Hard to Kill thresholds (1
before the horse dies, one when the horse dies, then one for Dismounted McCabe.
<o:p></o:p></span></div>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><o:p><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpj5-eNqaQf4Rx_hkAGkS2Nqg5Btc4fR9YgBG12U-hoRTP5HpwIjMspq0zeSg6mH9ZzzwSMjfCOndgJrsgLQEGKQWg4IBaFs8Wdh3x3uPEkocN8v3WHluKmawmgP7Dh-d-Ctoq290bq1GV/s1600/Red+Joker.jpeg" imageanchor="1"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpj5-eNqaQf4Rx_hkAGkS2Nqg5Btc4fR9YgBG12U-hoRTP5HpwIjMspq0zeSg6mH9ZzzwSMjfCOndgJrsgLQEGKQWg4IBaFs8Wdh3x3uPEkocN8v3WHluKmawmgP7Dh-d-Ctoq290bq1GV/s320/Red+Joker.jpeg" width="187" /></a></o:p></span></div>
<h4>
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;">-Scheming/Manueverability
(14, Red Joker) </span></h4>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>I struggle to think of crews that do
this better. Harness Ley Lines is avoided by many top players due to the AP
costs/difficulty in spreading the markers around. With a little help, a
Huckster can do this on its own in one activation. I’ve wanted to play Seamus ever
since he gained Back Alley/Secret Passages, and having scheme runners who can
do that for you is just as tasty. Desper is even more mobility, and McCabe can
be wherever you need him to be. So, so good. <o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><o:p><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHV7ooaroP7Gh54SeqtRN9JmtOwFvBeaxD8xB1Npe34lAlpVfwiu0PQtNB0pv7Svmkv9hAgsTS5l1rzxescxwjFVKhLnOePbEa64kjEKBQbrgd9Y0veEOP8ATcdbx9R8b4VQyqp5poC2jV/s1600/5t.jpg" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHV7ooaroP7Gh54SeqtRN9JmtOwFvBeaxD8xB1Npe34lAlpVfwiu0PQtNB0pv7Svmkv9hAgsTS5l1rzxescxwjFVKhLnOePbEa64kjEKBQbrgd9Y0veEOP8ATcdbx9R8b4VQyqp5poC2jV/s400/5t.jpg" /></a></o:p></span></div>
<h4>
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;">-Card
Manipulation (5 out 14)</span></h4>
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<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>There’s only really two forms of
this in keyword: standing next to corpse/scrap and the Faded Mirror’s drawing one
card per turn. The former takes some set up and is only really reliable turn 1.
The latter requires you to have fewer cards than the opponent and, let’s face
it, it’s just one card. <o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<h4>
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;">Which
Keyword Models (Outside of the Master) Are The MVP and the LVP?</span></h4>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="mso-tab-count: 1;"> </span><span style="mso-spacerun: yes;"> </span>It’s gotta be Hucksters. They’re game
changers. They’re one of the models I think are worth the +1 out of keyword
cost. They’re game changers. <o:p></o:p></span></div>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>Ruffians, on the other hand, are not
good. Chain Gang has some potential as a mobility action, but the crew already
has better versions of that. Otherwise they’re squishy, don’t hit that hard,
and don’t offer anything interesting for schemes or killing. Being Ruthless
might make them situationally interesting, but overall I’m not going to be
using them much (and that’s unfortunate, as I like their sculpts a lot. <o:p></o:p></span></div>
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<br /></div>
<h4>
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;">Are There
Versatile Models and/or Upgrades You Take Routinely? </span></h4>
<div class="MsoNormal">
<span style="mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;"><span style="mso-tab-count: 1;"> </span>Anything that is a Minion has
potential to be boosted by working with McCabe. The Dawn Serpent is a popular
expensive minion beater that can get scary with some artifacts to boost him up. I
have a favorite build where I pair Sidir with a Samurai to create a nasty
firebase (it’s expensive and maybe not that optimal, but it pleases me and the
Samurai can get Focused as a Free Action to benefit from Know the Warrior.) One
popular crew I’ve seen mentioned a couple of times is the 2 Dragon list where
you bring the Shadow Emissary and the Dawn Serpent, as the Emissary is just a
very good all-around model and can compensate for some of the crew’s card
deficiencies with its Free Action. Additionally, I haven’t had a chance to try
her out personally, but I love the idea of including the Versatile Minako Rei
and using the crew’s ability to generate scrap to summon Katashiro for some
more disposable scheme running/booting Corrupted Idols upfield. <span style="color: black;"><span style="mso-spacerun: yes;"> </span><o:p></o:p></span></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<!--EndFragment--><br />AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com3tag:blogger.com,1999:blog-2674872936465684372.post-67925056841831745782019-09-01T12:38:00.000-04:002019-09-01T14:31:22.234-04:00The Past and Present of The Other Side: Moving on from the stumbles during launch<!--[if gte mso 9]><xml>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQ1Bxy9ZVSrUebs7nDAgxC-6wV64CTZ00YCIsIYzpOshyAr8hmt6X8yRtgNGrJr0ft7P2d9bgJu6eLQiJGtIOU63zygXm1xrHAc-KGSv4Beozn9Xt4q0lODIssLzrt1XQlqaGwOYuoVviq/s1600/TOS.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="706" data-original-width="900" height="251" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQ1Bxy9ZVSrUebs7nDAgxC-6wV64CTZ00YCIsIYzpOshyAr8hmt6X8yRtgNGrJr0ft7P2d9bgJu6eLQiJGtIOU63zygXm1xrHAc-KGSv4Beozn9Xt4q0lODIssLzrt1XQlqaGwOYuoVviq/s320/TOS.png" width="320" /></a></div>
<a href="https://www.blogger.com/null" name="_GoBack"></a><span style="mso-tab-count: 1;"> </span>A
couple of weeks ago, I went to Indianapolis to attend Gencon. I recommend it
highly. It’s a good place to meet interesting humans and play games you would never
have heard of otherwise. I can’t recommend it enough to those of you who’ve
never had a chance to attend. <o:p></o:p></div>
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<br /></div>
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<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/QbaEeWN6QA4E5IMrV2uYLIvmncfIxS15_iDM2vOpPqVtU_IJgOSXGjFYl0gwqmk2QukEMWthimg=s400" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="300" data-original-width="400" height="240" src="https://1.bp.blogspot.com/QbaEeWN6QA4E5IMrV2uYLIvmncfIxS15_iDM2vOpPqVtU_IJgOSXGjFYl0gwqmk2QukEMWthimg=s400" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Also, sometimes there are nerdy burlesque shows. If you're interested in that sort of thing.</td></tr>
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<span style="mso-tab-count: 1;"> </span>The first
day of the convention was The Other Side’s Champion of Earth tournament (or
something like that. I can’t be bothered to hunt down the title.) It was a two-commander
tournament, which I haven’t had a chance to play in before. There was a pretty
clear choice for who to bring for leaders of my King’s Empire, as Kassa and
Margaret are head and shoulders (or used to be. More on that later) above Charles.
The rest of the lists were going to stay fairly set for most of the games (having
a limited model pool will do that). Two squads of Royal Rifle Corps are standard
issue. If I have Kassa then I will have the King’s Hand (plus he’s pretty good
as an anchor point.) And I’ve seen all kinds of people speaking highly of the South
Wales Borderers, so they were going to be standard as screener units and to
provide some melee punch. I painted the Field Intelligence Corps squad to use
in Set Traps. I have a pair of Motor Scouts for objective running, but they
have to get bumped out during Pitched Assault, as there aren’t that many
objectives to run and they give up 2 VPs when they die. And I have Infiltrators
for…various purposes. They’re probably one of the strangest squads in the game,
in that they have absolutely no business being as important to the outcome of games
as they are. On paper they’re…well, paper-thin. They can’t shoot for beans. Their
armor is trash. And yet, somehow, they always find themselves right in the middle
of the most important parts of the game every time. It’s bizarre. <o:p></o:p><br />
<br />
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<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>Anyways, I got
in 3 games with the other three Allegiances over the course of the tournament,
which was pretty cool. Round one was played against Steven’s Gibbering Hordes
in Scavenge. It wasn’t as bad of a match as the last time we played at Adepticon,
but Hordes are squishy and so it’s easier to get my guys to Glory by wiping out
fireteams from his feeder squads. He got caught out in the open with his Alpha Crawler
early, who I managed to take down. Things got a little exciting when Horomatangi
suddenly appeared in my deployment zone right behind my gunline, but the Hand
managed to put enough of a scare into Steven that he had to pull him back. I
took that one down with a Crushing Victory, and I was well on my way.<o:p></o:p><br />
<br />
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<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>Next round
put me up against Phiasco’s Abysinnians in Pitched Assault. Both of us were
looking to rely on shooting and avoiding combat, so we spent much of the first turn…not
fighting each other. I got out to an early VP lead, which was kind of a
double-edged sword as the Tactics discount paired with the Lord of Steel meant
Jon could buy his whole tactics deck on, like, turn 2 or 3. And that sucked. He
attempted to overcome the deficit by throwing one of his bikers into my line and
suiciding him with Detonate Soulstone. This is usually quite devastating, but
by circumstance he ended up not clearing whole fireteams efficiently with the
blast (though he took several chunks out of many of them) and discovered that
the scenario punishes you for sacrificing your own models, particularly ones like
the bikers that are worth 2 VP when they die. However, Jon played well the rest
of the way and was closing the gap up at the end of the game. I ended up
winning, but only just and I don’t really care for how the game was going at
that point anyways. He moved his Lord of Steel to claim one of the objectives
and I started activating Margaret Belle to flip it back before he’d decided he
was done, so he moved the Lord of Steel into the center of the marker instead
of the side to prevent it. Then I misunderstood when the round ended…it was a
shit show. I wasn’t happy with how I played it. I’ll do better next time
hopefully, but I’ve got to find something to do with Electrocutioners with
Experimental Armor. Every shot I put on them just bounced off. If anybody has
some suggestions, I’ll take them.<o:p></o:p><br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/v_mEhkWDY5wrzxDd1vk-7r5GsfiGOymcyTSqCS2XBTkiqTz4k6Qr1dBJn1WC0I5O3UNNezFKzhI=s400" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="300" data-original-width="400" height="300" src="https://1.bp.blogspot.com/v_mEhkWDY5wrzxDd1vk-7r5GsfiGOymcyTSqCS2XBTkiqTz4k6Qr1dBJn1WC0I5O3UNNezFKzhI=s400" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I still protest that these Cultists are far too cheerily painted.</td></tr>
</tbody></table>
<br /></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>Last round
I played a Burning Man army that was very well constructed and executed. I
think. I honestly haven’t played them enough to know for sure. I mean, it wasn’t
10 Rhinos so how good could it be, right? We were playing Set Traps, so now was
the time for the Field Intel Corps. They managed to get to glory and pick up a
few points in the late turns, but were otherwise unimpressive. We called this
game for time at the end of 3 or 4, and I had been playing from behind from the
start (unsurprising, as Cult excels in this Operation). The real damage was
done with the Cult Stratagem that lets them interact without spending a Tactics
token, as it dropped on Turn 2 and catapulted them to a massive lead (and
countered my use of Capture the Flag to swap one of his markers to score for my
team.) Things were flipping the right way score-wise at the end of the game,
but I was starting to get overwhelmed on the combat front. I don’t know if I
could have saved it if we’d played to the end, but I think I could at least have
made it closer and I would have been excited to see how it turned out. In any
case, I lost but had a good time playing, which I’m fine with. <o:p></o:p></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>I ended up
taking 2<sup>nd</sup> in the tournament, with Phiasco winning and the Cult
player in Third, because ToS scoring is weird. I really didn’t care for that,
and hopefully they’ll fix it in the next version of the tournament rules. If
you go undefeated (as the Cult player did) you should win the tournament,
regardless of the VP situation. But I got in 3 more games of KE, found out that
I’m not as in love with the Borderers as I thought I would be (they did very
little in the tournament) and learned some things to hopefully play better next
time. <o:p></o:p><br />
<br /></div>
<div class="MsoNormal" style="text-indent: .5in;">
Also, I’ve reached the end of my
patience with something, and I need to get it off of my chest. I’m over people telling
me that they don’t play this game because of how the Kickstarter turned out.<o:p></o:p><br />
<br /></div>
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<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="text-indent: .5in;">
Like, I get it. It sucked. It was
slow. They didn’t meet their deadlines. The models showed up with bent gun
barrels. Sometimes you got a Horomatangi instead of a King’s Hand. Things went
poorly. I get it. But for christ’s sake, all of the models from Wave 1 are out
now. You can get them if you want them badly enough (I know some of the
distributor stuff isn’t fixed yet and who knows about international shipping,
but you can find them online if you want them.) The rules set is pretty tight
outside of some model balance problems, and an errata document has now been
released to fix the major problems. rumors abound that a balance errata is
coming soon to correct some of the problems. And the game is effing fun. Like,
a lot of fun. I don’t care for army scale games generally, but I like this one
because it plays more like a skirmisher like Malifaux. In fact, it’s kind of
the best of both worlds for army and skirmish. You can play it fast. The armies
are very, <i style="mso-bidi-font-style: normal;">very</i>, different in play
style, so you should be able to find one you want (hell, the three commanders
from the Hordes give you three very different play styles all on their own). If
you want more complexity, the Cult will give you plenty of headaches as you try
to puzzle out what the best move is on each turn (“If I use Adeodatos to drop
my Breachling here, it’ll appear next to my Stalking portals there and then
immediately teleport again, landing in the enemy’s formation and exploding to
blast half of them to hell in one activation. Or I could just send a rhino in
there I guess.” If, like me, you sometimes appreciate not having to give
yourself a brain hemorrhage every turn, King’s Empire are effective without being
as complicated. But still, no matter how many times I hear people tell me the
models look cool, the rules sound good, the game looks awesome, still I hear “yeah
but nobody plays it around my area, and the Kickstarter really put a bad taste
in my mouth, so…” <o:p></o:p></div>
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<br /></div>
<div class="MsoNormal" style="text-indent: .5in;">
Sigh. <o:p></o:p></div>
<div class="MsoNormal" style="text-indent: .5in;">
<br /></div>
<div class="MsoNormal" style="text-indent: .5in;">
The game won’t grow if people can’t
move on from this. You want to have people in your area that play? You gotta
recruit them! The game isn’t gonna build itself, and the more people cling to
this negativity, the harder that’s gonna be. Grrrr. The game stumbled out of
the gate. It’s time for the people who don’t want to play the game to move on,
and those of us who like it to step up and promote it. Cuz the game’s gonna
flounder if we don’t give it a push. So let’s push this thing for all it’s
worth, ok?<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
*end rant*<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>Anyways,
after the convention ended, a new errata document came out addressing the
balance problems the game has had with some of its models after release. Let’s
take a look at them, shall we? <o:p></o:p></div>
<div class="MsoNormal">
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<br /></div>
<div class="MsoNormal">
-Kassa doesn’t get to draw as many cards anymore. She draws
one card from her spare parts ability when an asset flips to disabled, and then
draws another when one flips to repaired. So, essentially, it cuts her card
draw in half. Probably the way it was supposed to work in the first place.
Makes me sad, but needed to happen. Also, emergency repairs and its trigger
specifies that you’re to flip disabled assets, which means she can’t start the
card draw chain on her own. So, this will make buying Overwatch on turn 1 and
then filling my hand up with Kassa no longer an option.</div>
<div class="MsoNormal">
-Margaret now only teleports 8” unless she spends a tactics
token. That kinda sucks, but I think she’ll still work the way I was using her
anyways. It just reduces her ability to cross the board in one turn. <o:p></o:p></div>
<div class="MsoNormal">
-The artillery team gets to shoot without line of sight now,
which it should have had in the first place. Heavy shelling now does need Line
of Sight for…reasons. I guess. Also when it’s in Glory it has a crow trigger on
the main gun to create a 120mm marker of hazardous terrain. Cool, but it’s
gotta get to glory in the first place, which is tricky as they still have an AV
of 3 v. Df. We’ll see, but having no Line of Sight requirement on the main gun
at least gives this a chance of being useful. <o:p></o:p><br />
-No double dipping on tactics tokens with the Keep Calm and Carry On stratagem. That seems like a change to working as intended rather than as written, so fine.<br />
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<br />
- The Mechanized Infantry’s increasing AV ability only counts for the target you were shooting at. If I’m interpreting it correctly, that means just the fireteam you’re shooting at, not the whole sqad. If I’m wrong about that let me know.</div>
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<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
-No more placing a portal marker in your opponent’s
deployment zone with The Approaching Convergence. Would have been nice in a
certain game I played recently.<o:p></o:p></div>
<div class="MsoNormal">
-The rhinos got nerfed, which we all saw coming. Fire Nova only
goes out 4” instead of 6, and Consumed by Magic now reduces the value of non-Tomes
by 5 rather than just counting them as 0. Which is good. They needed it bad. I
hope it’s enough to stop them from being so whacky (and stop people from
bitching about them.) <o:p></o:p></div>
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<br /></div>
<div class="MsoNormal">
Gibbering Hordes got the most changes, which is appropriate.
They needed the help. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
-First, non-commanders that get eaten by the Horde’s
abilities don’t count for scoring anymore. This is a good thing, as they are
now playable in Pitched Assault. <o:p></o:p></div>
<div class="MsoNormal">
-Stuff you bring back with Endless Numbers gets a Reinforcement
token to give them some increased resilience. Shoot those guys down quick
before they get a chance to reinforce, or get out of their way.<o:p></o:p></div>
<div class="MsoNormal">
-Heavy Rains got the same treatment as the Burning Man
portals asset, so no putting a Tide Pool in the enemy’s deployment zone and
having Horomatangi pop out of it and eat my fine British Soldiers, Steven.<o:p></o:p></div>
<div class="MsoNormal">
-Shark Tooth Necklace now lets you add suits in addition to
a plus flip for attacks, so beware the Frenzy.<o:p></o:p></div>
<div class="MsoNormal">
-It’s not all good news. Devouring Eel Regeneration ability
now reduces damage by 1 for each token you discard, rather than auto reducing
damage to 0. Probably a good thing, as the eels were right with the Rhino in
terms of unkillability. <o:p></o:p></div>
<div class="MsoNormal">
-Relics of Ancient Malifaux is limited to once per
activation. I’m sure there was an exploit of some kind to do it over and over
again that this is fixing.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-tab-count: 1;"> </span>There’s nothing
in here I disagree with, really. I didn’t think Margaret’s change was
absolutely necessary, but you can always spend the tactics token to do like you
used to. I wish they would have boosted Charles rather than nerfing the other
two, but what’re you gonna do? Lob artillery shells, I guess. The artillery
team costs 3 scrip, so I guess they may be worth at least trying out now. The
Burning Man rhinos needed to happen, and the Hordes needed boosting. All of
this is fine. I guess Abyssinia was basically perfect and balanced, so bully
for them. In any case, the balance has now been addressed. 10 Rhino lists are
not going to be a thing anymore, hopefully. Hordes are playable (they always
were, but I’m talking to the trolls in the comment threads now.) So, if you’re
reading this and you were thinking about giving the game a try, I encourage you
to do it. If you were going to sell off your stuff, maybe give it a second
chance. And if you’re still playing ToS, good for you. Now let’s get out there
and help the game grow. I like it a lot, and I don’t want to see it fail. <o:p></o:p></div>
<!--EndFragment--><br />AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-55220445117546496992019-07-30T18:01:00.004-04:002019-07-30T18:01:57.691-04:00Pre-Gencon Potpourri <div style="text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgb0-igt_oihZQAVYDVBF1Dv9rNIVF3NUveEwT8zacpm-DvcRdYWz-sfqVo-gOK5kLQrVIamI2Kac36HDs_ja_kfTuF_dnfnhkHrKPUG03Y9YQuFvur1vFy34ynZHmu5LsYyqQhAwm2Gz0O/s1600/gc_logo_lockup_mobile-72153b4f7d9166b47d252f5091f4ab171e6b3777fd05455e392d5c191963a888.png" imageanchor="1"><img border="0" height="196" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgb0-igt_oihZQAVYDVBF1Dv9rNIVF3NUveEwT8zacpm-DvcRdYWz-sfqVo-gOK5kLQrVIamI2Kac36HDs_ja_kfTuF_dnfnhkHrKPUG03Y9YQuFvur1vFy34ynZHmu5LsYyqQhAwm2Gz0O/s320/gc_logo_lockup_mobile-72153b4f7d9166b47d252f5091f4ab171e6b3777fd05455e392d5c191963a888.png" width="320" /></a></div>
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<div style="text-align: left;">
Like many nerds, I'll be making the annual pilgrimage to Indianapolis starting tomorrow. This rite of passage began many moons ago, young padawans, when I used to travel there to play the collectible card game based around World Wrestling Entertainment (and to give you some timeframe on that, when the game STARTED it was still called the World Wrestling Federation.) It's been an intermittent part of my life ever since. And most importantly, it's the mecca of all things new and Wyrd.</div>
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<br /></div>
<div style="text-align: left;">
My Jacob Lynch boxed set was purchased new at Gencon, along with everyone else from the Honeypot. When Avatars came out (you know them as Emissaries now) I picked up Zoraida and Kirai there. I still have a metal nightmare Lord Chompy Bits that I've really gotta get painted and get on a board for crying out loud. I've played in a number of Malifaux tournaments in Indy, and a few years back I discovered the joys of volunteering with Wyrd, particularly when it came to Fatemastering their Through the Breach games (wait, hold on, you're going to cover the cost of my badge, and give me booth credit, and all I have to do is...play Through the Breach? Umm, yeah, I'll go ahead and sign up now.) </div>
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<div style="text-align: left;">
This year features the first Wyrd-run Malifaux tournament of the M3E era, which I'll be covering as a spectator rather than as a participant (I'll be busy killing off Fated characters for large portions of the allotted time.) It's a two-day event for the first time ever, which I know a number of competitive players have been clamoring to see for some time now. Hopefully Wyrd will also have a large amount of terrain (Adepticon already looked to have improved this issue), as the shooting gallery style boards have been another long-running complaint. Still, it's a great chance to get in many games of Malifaux, and Phiasco will be there doing many Ten Thunders related things that will likely leave opponents scratching their heads in puzzlement. </div>
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My competitive hill to climb is going to be the Other Side tournament on Thursday. I've been scrambling to get a couple more squads of the King's Finest ready for the tabletop. I have some South Wales Borderers and Field Intelligence Corps fireteams painted to an...acceptable tabletop standard. Just don't look too close or you'll see the bare spots where primer is still showing. I have set down some ideas for each round in my head, though since it's a 2 commander tourney I won't have as much crew flexibility as I would in 1C games. I don't expect I'll be the only one for whom that is true. Mostly it's an excuse to get some more games in for what I consider to be a more fun tournament game than Malifaux (yeah that's right, I said it. I'm gonna write a whole blog post about it soon, so just you wait.) Maybe if I'm lucky, I won't have to play against Gibbering Hordes every round! Wouldn't that be nice?</div>
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<tr><td class="tr-caption" style="text-align: center;">I didn't realize the "Endless Numbers" special rule applied in real life, as well.</td></tr>
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The only other tournament games I'll probably participate in is the Henchman Hardcore on Sunday. I found some nasty tricks from the Honeypot that I think could be pretty rude in that format, so I'll be eager to give them a try and find out all the reasons I'm wrong.</div>
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And, of course, most of Friday and Saturday I'll be running TTB. I love RPGs, and I love running them in particular. I'm a DM (or in TTB's case, FM) first, player second. This is truly a labor of love for me. This year I'm running 4 sessions of the game with three premade Penny Dreadful adventures. One adventure features the Fated trying to rescue a kidnapped Star Theatre showgirl and getting more than they bargained for. Another pits them against the Universtiy Transmortis in a more straightforward beat-em-up. The third features an expedition into the badlands and.....dinosaurs? No, that can't be right. *goes back to check the module name* Oh, yeah, I guess that's really what's going on there. That should be interesting! </div>
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I think most of them are sold out (not because I'm running them. Though I'm sure if people had known, they would have sold out even faster) but people have a tendency to buy tickets and not show up, so there's no harm in getting generics and swinging by to see if a slot is available. Moreover, throughout the con Wyrd will also be hosting short character creation events where they walk you through performing one of the Tarot readings that generate a new Fated. I'll have pregens for all of the games I'm running (so will the other Fatemasters, but come on, you know you would rather play at my table) but if you show up with a Fated of your own, they can happily take their place. Sometimes I've even been known to sneak in an extra player or two if Matt Carter isn't watching too close, so you never know. Maybe you'll get to have your first adventure run by your favorite bloggist. I'll be honored to <strike>kill your character</strike> guide you into the world of Malifaux! </div>
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Wyrd's bringing their usual slew of rare and limited edition stuff, as well as the full line of The Other Side models and some new M3E style crew boxes. Apparently the faction books won't be there due to a shipping issue, which kinda stinks but frankly I can live without. Those may end up falling in the "buy as pdf" pile for me anyways to cut down on the shelf footprint dedicated to Wyrd stuff (moving several times in as many years makes one appreciate digital literature. Also, this year's nightmare crew is the above Nightmare version of Molly, titled Brine and Bones. I gotta tell ya, I really couldn't be any less interested in playing Ressers but...goddamn that is a cool box set. Gotta stay strong. Must...not...buy...awesome...pirates.....</div>
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Ugh. </div>
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Maybe I can put a "Will FateMaster for Nightmare minis" tip jar out when I'm running games to help offset the cost?</div>
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Anyways, that's what I'll be up to at Gencon. As you've probably noticed, I've been recruiting knowledgeable folks to contribute articles for the blog. If you're a cool guy, or if you beat me in a game of Malifaux, or if you know more about the game than I do (not a high bar to clear), expect me to hit you up and see if you're interested in joining the ever-growing legion of guest bloggists. Otherwise, feel free to find me or Phiasco to say hi, challenge us to a game, or tell us we're wrong and bad people. Either way, it's always nice to meet a fan! And it's Gencon, so you're not going to hinder my good time anyways. </div>
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See you in Indy!</div>
AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0tag:blogger.com,1999:blog-2674872936465684372.post-70685081286398627392019-07-30T17:18:00.002-04:002019-07-30T17:18:33.013-04:00How To Play: Corrupted Idols! - by guest bloggist Brien "Schemes" SpenceAs part of my move back to the midwest, I've been blessed to join a meta that is at least within practical driving distance in Des Moines, which has reduced my need to employ the Wandering River Style to attend tournaments/get in games of Malifaux. One gentlemen I've been "blessed" to play against was Brien Spence, of Schemes and Stones fame. We've played twice since I moved here. Both games were corrupted idols and both were against his Leviticus list (I'll work on getting him to write about Levi for the future.) I was very impressed with his control-based gameplan for dealing with this strategy, and I asked him to comment on it briefly. So, here he goes!<br />
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<span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 115%;"><span style="mso-tab-count: 1;"> </span>When Adam asked me to write this
piece, I’ll admit I was a little stumped on how to procced.<span style="mso-spacerun: yes;"> </span>I felt that I had a strong understanding of
Corrupted Idols, and that most of the decision making around this unique Malifaux
3E strategy is done at the table, en medias res.<span style="mso-spacerun: yes;"> </span>As I thought about what to write, while
lazing on vacation in Northern Wisconsin, it occurred to me a few choices I’ve
made in every Corrupted Idols game, from the moment the strategy is
declared.<span style="mso-spacerun: yes;"> </span>As such, I decided to
breakdown and address these.<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormalCxSpMiddle" style="line-height: normal;">
<span style="font-family: "Times New Roman",serif; font-size: 12.0pt;">Firstly, how Idols works – as
copied from the M3E rulebook:<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormalCxSpMiddle" style="line-height: normal;">
<span style="font-family: "Times New Roman",serif; font-size: 10.0pt;"><span style="color: lime;">Corrupted Idols (M) At the start of
each Turn, after determining which player has Initiative, Drop a Strategy
Marker centered on the centerline. The location of the Strategy Marker is determined
by the suit of the Initiative Flip of the player with Initiative (and the
direction is calculated from that player’s perspective):<o:p></o:p></span></span></div>
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<br /></div>
<div class="MsoNormalCxSpMiddle" style="line-height: normal;">
<span style="font-family: "Times New Roman",serif; font-size: 10.0pt;"><span style="color: lime;">• M: 8" from where the
centerline meets the table edge on the left.<o:p></o:p></span></span></div>
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<span style="font-family: "Times New Roman",serif; font-size: 10.0pt;"><span style="color: lime;">• T: 8" from where the
centerline meets the table edge on the right.<o:p></o:p></span></span></div>
<div class="MsoNormalCxSpMiddle" style="line-height: normal;">
<span style="font-family: "Times New Roman",serif; font-size: 10.0pt;"><span style="color: lime;">• R: On the centerpoint.<o:p></o:p></span></span></div>
<div class="MsoNormalCxSpMiddle" style="line-height: normal;">
<span style="font-family: "Times New Roman",serif; font-size: 10.0pt;"><span style="color: lime;">• C: Where the centerline meets the
table edge (player with Initiative chooses which table edge).<o:p></o:p></span></span></div>
<div class="MsoNormalCxSpMiddle" style="line-height: normal;">
<span style="font-family: "Times New Roman",serif; font-size: 10.0pt;"><span style="color: lime;">• Joker: Reflip<o:p></o:p></span></span></div>
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<br /></div>
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<span style="font-family: "Times New Roman",serif; font-size: 10.0pt;"><span style="color: lime;">If the Strategy Marker would be
Dropped on top of a Strategy Marker, Impassable Terrain, or a model, the player
with Initiative instead Drops the Strategy Marker evenly on the centerline,
touching but not overlapping that Strategy Marker, Impassable Terrain, or
model. If this is not possible, the Strategy Marker is not Dropped. A model in
base contact with a Strategy Marker can take the Interact Action and suffer up
to three irreducible damage, ignoring Hard to Kill. A model may not suffer more
damage than its current Health. Drop the Strategy Marker anywhere within
X" of its current location, not into base contact with a model or
Impassable Terrain, where X is equal to the amount of damage suffered by the
Interacting model (even if it was killed by the damage it suffered). At the end
of each Turn, a Crew gains 1 VP if there are more Strategy Markers completely
on the opponent’s table half than it has earned VP from this Strategy.</span><o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormalCxSpMiddle" style="line-height: 115%; text-indent: .5in;">
<span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 115%;">Here,
there a is key information I’ve found is often overlooked; “The location of the
Strategy Marker is determined by the suit of the Initiative Flip <b>of the
player with Initiative”.<span style="mso-spacerun: yes;"> </span></b>What this
means is if you win the Initiative flip, but decide for your opponent to have
first activation, <i>they</i> become the player with Initiative, and thus
control the placement of the marker.<span style="mso-spacerun: yes;"> </span>In
most scenarios, you always want to have Initiative, and thusly should always
cheat for Initiative, or declare first action – in this way, I have my first
major recommendation for playing Corrupted Idols:<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormalCxSpMiddle" style="line-height: 115%;">
<b><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 115%;">Location,
Location, Location:<o:p></o:p></span></b></div>
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<span style="font-family: "Times New Roman",serif; font-size: 12.0pt;"><span style="mso-tab-count: 1;"> </span><o:p></o:p></span></div>
<h4 style="line-height: normal; margin-left: 0.5in; text-align: center;">
<span style="font-family: "Times New Roman",serif;"><span style="color: lime;">Upon
arriving at the table, pick a location on the board where the Idols might drop,
and decide to focus the majority of your time, models, and gameplay there.<span style="mso-spacerun: yes;"> </span>In essence, before the game starts, decide on
a corner (or center) that you will cheat the Idol to every round.</span></span></h4>
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<br /></div>
<div class="MsoNormalCxSpMiddle" style="line-height: 115%; text-indent: .5in;">
<span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 115%;">My
plan going into every Idols match is to dump all 5 Strat Markers in the same
spot and deny all Strategy points from my opponent; if they have to
consistently push towards my chosen location during the game, they are less
likely to be scoring their schemes, whereas my priority is only scoring the 4
points from the Strategy, and picking up a single point from one scheme.<span style="mso-spacerun: yes;"> </span>I’ve found this forces my opposition to play
the game I’ve declared, with drastically controls the tempo of the game.<span style="mso-spacerun: yes;"> </span>I normally like to pick a flank edge, and
work to position my crew spread along the line, stretching from the 8in mark
(where the Idol drops) and the center; this gives my models control of 3 of the
5 possible Idol locations.<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormalCxSpMiddle" style="line-height: normal;">
<b><span style="font-family: "Times New Roman",serif; font-size: 12.0pt;">Next, Crew
Selection: <o:p></o:p></span></b></div>
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<b><span style="font-family: "Times New Roman",serif; font-size: 12.0pt;"><br /></span></b></div>
<h4 style="line-height: normal; text-align: center;">
<span style="font-family: "Times New Roman",serif; font-size: 12.0pt;"><o:p> </o:p></span><span style="color: lime; font-family: "Times New Roman", serif;">Focus on
2-3 high quality schemers, preferably who can leap. Don't spam low quality scheme models</span></h4>
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<br /></div>
<div class="MsoNormalCxSpMiddle" style="line-height: normal; text-indent: .5in;">
<span style="font-family: "Times New Roman",serif; font-size: 12.0pt;">I’ve found players
build large, spam-ish scheme crews to handle Idols – they think that because
the Idols can show up in 5 locations, they <i>must</i> be at all 5
locations.<span style="mso-spacerun: yes;"> </span>This I find wrong for 2 main
reasons, the first as detailed above, the second, the survivability of
low-cost, spam schemer models are low.<span style="mso-spacerun: yes;">
</span>Abandoning any type of mid-quality damage dealer just means you won’t be
able to prevent the opponent from scoring, without improving your own chances
of scoring, since your schemer models will crumble.<span style="mso-spacerun: yes;"> </span>Between harming yourself to move the Idols
and the counter play from enemy, a mass of cheap models will push the Idols,
but be unable to maintain them to score points. Keep the balanced lists you use
for every other Strategy.<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormalCxSpMiddle" style="line-height: normal;">
<b><span style="font-family: "Times New Roman",serif; font-size: 12.0pt;">Lastly, Game Play
– Standing and Cheating:<o:p></o:p></span></b></div>
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<br /></div>
<h4 style="line-height: normal; margin-left: 1.0in; mso-add-space: auto;">
<span style="font-family: "Times New Roman",serif;"><span style="color: lime;">Idol
markers are <b><i>not</i> </b>impassable; stand on them.<span style="mso-spacerun: yes;"> </span>Cheat Initiative unless you literally cannot
afford to do so.</span></span></h4>
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<br /></div>
<div class="MsoNormalCxSpMiddle" style="line-height: normal; text-indent: .5in;">
<span style="font-family: "Times New Roman",serif; font-size: 12.0pt;">The rules of
Corrupted Idols makes no mention of impassable traits on the markers, whereas
Turf War does.<span style="mso-spacerun: yes;"> </span>This means you can stand
atop Idol markers with impunity, boxing out your opponent’s valuable tech
pieces, namely Don’t Mind Me models.<span style="mso-spacerun: yes;"> </span>Standing
on top a marker at the very least denies it from your opponent, and potentially
secures it for your scoring. Additionally, I’ve seen boards where players have
used large (vertically) 30mm markers for Idols, often with a flag or statute
attached (very narrative, I do approve), however, this creates the illusion
that they are impassible – do not hesitate to change these out, or call a TO in
more official settings to adjust the board as needed. <o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormalCxSpMiddle" style="line-height: normal; text-indent: .5in;">
<span style="font-family: "Times New Roman",serif; font-size: 12.0pt;">As the locations
of the markers are determined, never, never hesitate to Cheat Initiative, if
that will impede your opponent in anyway: <span style="mso-spacerun: yes;"> </span>Cheat to place the Idol in your designated
zone?<span style="mso-spacerun: yes;"> </span>Do it.<span style="mso-spacerun: yes;"> </span>Cheat to place it in the contested center
zone, and not their zone?<span style="mso-spacerun: yes;"> </span>Do it.<span style="mso-spacerun: yes;"> </span>Cheat to toss it to the location without any
models, denying both players?<span style="mso-spacerun: yes;"> </span>Do it.<span style="mso-spacerun: yes;"> </span>Cheat a midrange card to force your opponent
to cheat a better card?<span style="mso-spacerun: yes;"> </span>Do it. <span style="mso-spacerun: yes;"> </span>This cheating idea goes double for any crew
with access to Arcane Reservoir, since you will have the extra card to
spend.<span style="mso-spacerun: yes;"> </span><o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormalCxSpMiddle" style="line-height: normal;">
<span style="font-family: "Times New Roman",serif; font-size: 12.0pt;">And there you have it, my top
tricks and philosophy to play Corrupted Idols in Malifaux 3E.<span style="mso-spacerun: yes;"> </span>Please feel free to reach out on Facebook to
comment and share your thoughts and remember, Bad Things Happen.<o:p></o:p></span></div>
<!--EndFragment--><br />AgentRockhttp://www.blogger.com/profile/05853667510468169579noreply@blogger.com0